MuSiX 

MuSiX - "the speech of angels"
(as Carlyle might have said, had he lived to see MuSiX) 


Chapter 1 
LOADING INSTRUCTIONS 

Put your MuSiX tape into the recorder. If necessary , switch to BASIC and then
type: 
RUN"CAS:" 
Subsequently press <RETURN>. Make sure the tape is running: press <PLAY> on
your recorder.
Now that the program is loading, you will have time to carefully read this
manual (from the moment you start practising you will have to put this manual
aside because both your hands will be needed for pressing keys). Turn on the
volume control of your television and, as soon as the program has loaded,
MuSiX will fill your room. 
N.B. As soon as you see the message 'Loading BOLERO.MUS, the program is
running. Loading the Bolero is rather time-consuming. If you prefer starting
at once either press <CTRL><STOP> or press the STOP key on the cassette
recorder. A prompt will appear: 'Load error'. Ignore this. 


Chapter 2 
INTRODUCTION 

MuSiX; the Renaissance of the Street-Organ 

MUSIX not only enables you to compose the most wonderful music on your
computer but it also takes away the mystery from this self-same computer. A
musical computer is nothing but that good old street-organ. 
The engine or sling of the street-organ is represented by the computer's
energy and the scanners that read the cardboard by the microprocessor that 
gets its instructions one by one from the computer. The cardboard, punched 
with holes of various sizes, is represented by the computer's memory. 

The punched holes themselves are the organ's instructions; their form and 
place on the "cardboard" decide as to which notes are (or will be) played. 
The holes that are in the same row (horizontally) create notes that sound at
the same time, whereas holes that are on the same vertical position result
in a repetition of one and the same note. A lengthened vertical hole makes for
a lengthened sound; in other words: time is measured vertically and the pitch
of the notes is determined horizontally. 


Chapter 3 
MuSiX - Its Extras as Compared to the Street-Organ.

Your MuSiX offers you the chance not only to become a great composer of music
but also to save, load and endlessly change your arrangements.
This is the way to go about your first-hesitant-tude: 
The "engine" can be switched on and off by pressing <STOP>. If the engine is
running the cardboard will be played. 
The engine speed can be controlled with the cursor keys for up and down. You
will undoubtedly hear the difference!

The two green lines in the middle of the screen represent the scanner. Each
punched hole that finds itself in between the lines will be played. At the 
same time this note will be represented on the stave below the "cardboard".
Their place in the stave corresponds with their place between the green lines.
The four positions on the extreme right of both the stave and the scanner are
reserved for your capricious percussionist (who smiles broadly when you play
the music fast and gets bored when it is played adagio). 
If you stop the "engine" you will be able to make changes in your arrangement.
By means of the cursor keys you can control the card and the notes. The left
and right cursor keys move the little hand from left to right on the piano
keyboard. Cursor-up moves the cardboard up, and cursor-down moves the
cardboard down. With the help of the left and right cursor keys, you can
choose a note. Press <INS> and a hole will be punched, straight underneath the
little hand. Furthermore, apart from being represented, the note will be
played. By pressing <DEL> you can remove the hole both from the cardboard and
from the memory. 


Chapter 4 
HOW TO USE YOUR MuSiX 

The program operates in two modes: PLAY mode and EDIT mode. In PLAY mode the
computer plays music and in the EDIT mode you can create, i.e. insert notes,
delete them, etc. The <STOP> key switches from one mode to the other. 

USE OF KEYS IN PLAY MODE 
When you are in PLAY mode you can use the following keys: 
<STOP>       - change back to EDIT mode 
cursor-up    - increase speed
cursor-down  - decrease speed
cursor-left  - decrease volume
cursor-right - increase volume
You cannot change the volume of the drumsounds. 
So in fact, by pressing the left and right cursor keys, you can vary the
balance between drums and tones.

USE OF KEYS IN EDIT MODE 
cursor-up   - UP in memory: card will move up. adds 1 to note counter.
cursor-down - DOWN in memory: card will go down, subtracts 1 from counter.
the UP and DOWN keys will repeat after a while, at the same speed as that at
which the music is played, when <STOP> is pressed. you can adjust this speed
in PLAY-mode. 
cursor-left - move keyboard pointer (hand) left for selecting notes and drums. 
cursor-right- move keyboard pointer right for selecting notes and drums.
N.B. Above listed keys will repeat after a short while. so if you want a
single step, press shortly.
<STOP> switch to PLAY mode 
<HOME> go to the beginning of the music
<ESC>  delete melody notes 
<BS>   delete drum notes 
<CTRL><HOME>  delete rest of memory (from lines to end). Be careful.
<CTRL><ESC>   delete rest of melody (from green lines to end) 
<CTRL><BS>    delete rest of drums (from green lines to end).
<DEL>  deletes the note the hand is pointing at on the line
<INS>  inserts the note the hand is pointing at on the line 
<CTRL><DEL>   delete all notes between the green lines.
You can combine above three procedures with the up and down cursor keys. 
A tune can also be played backwards: first press down keep it depressed and
then, simultaneously, hit <STOP>.

EXERCISE I 
Press <HOME>. Now you are at the beginning of the music memory, the first
lines of the cardboard. In the upper right corner of the screen you can see
that the first note is to be inserted: the counter says 1. Above the green
lines no notes are visible. Simultaneously press <CTRL> and <HOME>. The
cardboard is empty now and waiting to be punched.
- Manoeuvre the hand to the high e on the piano keyboard on the screen (see
  also the reference card): 

  [ picture of finger pressing e on keyboard ]

- Press <INS>. A hole will appear between the green lines and, as long as you
  keep <INS> depressed, the note will be heard. The note or notes between the
  green lines can be made both visible and audible by pressing the spacebar. 
- Try it: press the spacebar! 
  The counter above Cas shows 2. 
- Press the cursor-up key. The note that you just made, appears directly above
  the green lines now (see figure 1). 
- Press the cursor-left key. The hand is now on the dis. 

  [ picture of finger pressing dis on keyboard ]

  Press <INS>. The second note has been introduced now (see figure 2). 
  These are the first two notes of Ludwig von Beethoven's "Fr Elise". 
- Press the cursor-up again. The counter shows 3 now. 
- Press the cursor-right key shortly, so you are on e again:

  [ picture of finger pressing e on keyboard ] 

- Press <INS> to insert. Now proceed as above. Below you will find the exact
  key movements and their effects. 
- cursor-up: counter shows 4. 
- cursor-left: the hand is on the dis. 

  [ picture of finger pressing dis on keyboard ]
  
- Press <INS>: the note appears between the green lines.
- cursor-up: counter shows 5.
- cursor-down: hand on e. 

  [ picture of finger pressing e on keyboard ] 

- <INS>: the hole is punched.
- cursor-up: the counter shows 6. 
- Press the cursor-left key 5 times: the hand is on the B now. 

  [ picture of finger pressing B on keyboard ] 

- <INS>: the note is inserted.
- cursor-up: the counter shows 7. 

  [Figure 1 t/m 4: screenshots]

- Press the cursor-right key 3 times: the hand is on d now. 

  [ picture of finger pressing d on keyboard ] 

- Press <INS>. 
- cursor-up: the counter shows 8. 
- Press cursor-left 2 times: the hand is on c.

  [ picture of finger pressing c on keyboard ] 

- Press <INS>. 
- cursor-up: the counter shows 9. 
- Press cursor-left 3 times: the hand is on A. 

  [ picture of finger pressing A on keyboard ] 

- Press <INS>. 
- cursor-up: the counter shows 10.
- Press <INS>. 
- cursor-up: the counter shows 11.
- Press <INS>. 
- cursor-up: the counter shows 12.
- Press <INS>. 

Now that all notes are inserted, you can compare your achievements on the
screen with Fig. 3. ldentical? Then press <HOME>. The counter reads 1 (Fig. 4).
Press <STOP>. The melody will be played. If it is played too fast. then play
it a couple of times while holding the cursor-down key: press <STOP>. The
music is played. Press cursor-down, and <STOP> simultaneously. The music will
be played backwards. Repeat this until the music is played slower. 
Now do not change any more if you wish to do exercise II and III as well,
because those use the results of this one. 


Chapter 5 
PREFIXED RHYTHMS 

For the user's convenience a number of prefixed rhythms are supplied. You can
use them wherever and whenever you like in order to perfect your arrangements.
These rhythms will not be played instantly. but they will be inserted into the
memory. Should there already be a rhythm, the two will be mixed. In order to
avoid this. use <CTRL> and <BS> to clear previous rhythms. 

        Name        Length   Crotchet    Time
<Fl>  - Bossanova     32      8 x 4      4/4
<F2>  - Swing         24      8 x 3      4/4
<F3>  - Shuffle       24      4 x 6      4/4
<F4>  - Disco         64      8 x 8      4/4
<F5>  - Waltz         18      3 x 6      3/4

<F6>  - Reggae        64      8 x 8      4/4 
<F7>  - Funk          32     16 x 2      4/4
<F8>  - Rock          32      8 x 4      4/4
<F9>  - Samba         64     16 x 4      4/4
<F10> - Bolero        72      6 x 12     4/4 

Prefixed rhythms (possib1y together with the subdivision feature) are an aid 
to get your notes rhythmically right. If your computer is equipped with a CAPS
lamp this will light up on the first beat of the bar. Note that with the
Reggae rhythm, there is no drum sound on the very first beat. 


Chapter 6 
USE OF JOYSTICK 

Some of the basic control functions of the program may be performed with the
joystick as well as with the keyboard. UP and DOWN function in the same way as
the cursor keys up and down. LEFT and RIGHT move the hand-pointer on the
keyboard to the desired note on the keyboard or to Cas's instruments. 
Pressing the fire button will insert a note, or, if it is already there,
delete it. In other words, the fire button will altemately insert and 
delete/punch and "depunch" a hole between the green lines on the cardboard. 
A long note can be inserted by pressing FIRE and holding the joystick UP at
the same time. It can be deleted by pressing FIRE and holding the joystick 
DOWN. The hand should be pointing at the note that you want to get rid of.
On the extreme left of the screen you will find the words HOME and STOP. If
you place the hand under HOME and press FIRE the cardboard will be reset to
the beginning of the music, whereas placing it under STOP will enable you to
switch between PLAY and EDIT mode (the same functions as the respective <HOME>
and <STOP> keys). 
When using the joystick, all keyboard functions remain available.


Chapter 7 
ADVANCED FEATURES: 

These are all obtained as follows: press <SELECT>. keep it depressed, then
press one of the foIlowing keys/combinations: 

<L>   for loading music from disk or tape
<S>   for saving music onto disk or tape 
      Music win be loaded and saved trom the green lines up until the end of 
      the file. 
<INS> insert by making more room, shifting the contents of the memory upward.
<DEL> delete by compressing, shifting the contents of memory downwards. 
<HS>  the same, but backwards 
<R>   reserve all memory. In PLAY mode, music will not stop at the last line
      edited, but continue until <STOP> is pressed or the 'hard' end of memory
      is reached.
<E>   set end-of-music mark just af ter last melody note.
<.>   set end-of-music mark at the green lines; with 
<SELECT> and <E> the music can be restored. This comes in handy if you want to
      set a temporary end-of-music, e.g. when you want to use the load/save
      feature to copy parts of the music. 
cursor-up   wind; fast forward 
cursor-down rewind; fast backward 
      During wind/rewind no screen output will happen but when you release the
      cursor key, the note counter will immediately show where you are. So, to
      keep track while winding, keep <SELECT> depressed and tap cursor-up or
      repeatedly. 
<Y>   synchronise stepping through memory with subdivision in effect.
      Insertion of long notes is now possible by pressing <INS> or notes on 
      keyboard and pressing cursor-up simultaneously. 
<U>   Undo synchronisation. 
<K>   Deactivate keyboard. 
<K><B> activate keyboard 
      upper row: black keys (1=As, 2=bes, ....\=Eis)
      second row: white keys (Q=A, W=B, ....]=E) third and fourth row: drum
      sounds 
      <ESC> + 2 octaves (16ma) 
      <TAB> + 1 octave  ( 8va) 
      <CTRL> -1 octave  ( 8va bassa) 
      <SHIF> -2 octaves (16ma bassa) 


To fix an octave, i.e. to set the keyboard to a higher or lower register press
<SELECT> together with one of above keys. <SELECT> and <CODE> will
re-establish the middle register. <SEL><X> Transposition. You will be asked
"TRANSPOSE:", whereupon you enter a number between -36 to +36. Press <RETURN>.
Now all notes from the green lines down will be decreased/increased with the
desired number of half notes. E.g. transposing from C to A: +9 or -3. One 
octave up: +12, one octave down: -12.


Chapter 8 
DIVISIONS 

The cardboard on the screen may be subdivided into equal parts in order to get
a clearer view on the lengths of notes on the screen. The lines that appear
can also serve as bar-lines. You can reset any subdivision by pressing
<SELECT> and <0>. Any number pressed together with <SELECT> will multiply by 
the subdivision already present. So if you press <SELECT> and 2 four times,
you will get a division of 2 x 2 x 2 x 2=16. If you want real odd
subdivisions, you can use <SELECT> and <+> to add 1 and <SELECT> and <-> to
subtract 1 from division count (who told you computers are easy to handle?)
Another example: Suppose you wish to divide the cardboard into sections of, 
say, 24. This can be accomplished in a number of ways: press <SELECT> and 4,
which will divide the cardboard into sections of four. Subsequently, press
<SELECT> and 6. Now the cardboard will be divided into sections of 4 x 6 = 24.
The same can be achieved with the keys 3 and 8 instead of 4 and 6, or 2, 3,
and 4. 
2 - 9: multiply subdivision by this number
0 - make subdivision 1 (= no subdivision)
1 - change fore/background subdivision 


Chapter 9 
NOTES ON LOADING AND SAVING 

When you press <SELECT> together with <L> or <SELECT> together with <S> a
prompt for the file will appear at the top of the screen. Should you press 
<RETURN> at this moment then the operation would be cancelled. First enter a 
filename, consisting of letters and/or digits. The maximum number of
characters for a filename is 8. However, a name can be lengthened with 3
characters by use of the "." (period). If you omit the period then .MUS is 
assumed to be the extension. So either you make your own extension or the 
program automatically adds .MUS to your filename. 
When loading a file from tape, you can also enter an "*" (asterisk) for the
rest of the f1lename or extension or an "?" (question mark) for any other
character. 
Suppose you wish to load a file called UGLY.MUS, then you could type: U?L?
or UG*.* or ?G*.MUS or ???? or *. You should not type: ????? or U?Y or ?. 
Use a special cassette to store your finished compositions on and another one
for working and copying
Try the following exercise: 

EXERCISE II- LOADING AND SAVING 
Assumed is, that you still have the music created in exercise I in memory. 
Press <HOME>. Put a tape (WITHOUT data that you wish to keep!) in the
recorder. Press <SELECT> together with <S>. At the top of the screen the
message 'Save as:' appears. Enter the filename, say, ELISE. Press <RETURN>.
The message 'Saving ELISE.MUS' appears. When it disappears, your program is 
saved. Rewind the tape. Press <STOP> to play your melody. At the end, press
cursor-up a couple of times until the counter reads 17. Subsequently press 
<SELECT> together with <L>. 
The message 'Load file:' asppears at the top of the screen. Enter an "*"
(asterisk) and press <RETURN>. 

The message 'Searching *.MUS' is given. 
After a while the message 'Loading ELISE.MUS' should appear (if not, repeat
the procedure. Make sure that you do not attempt to save on the tape leader). 
When the message disappears, the music is copied into memory and becomes 
visible on the screen. 
Now press <HOME> and then <STOP>. 
You have the same piece of music twice now! 


Chapter 10 
COPYING MUSIC 

The SAVE and LOAD feature can be used ta copy parts of your music to other
spots or even into other pieces. You do not have ta save the complete piece.
If you wish to copy a part of the music then put the last note of the piece
you want to copy between the green lines and press <SELECT><.>. The music
below the green lines will disappear from the screen. Now put the first note
of the piece you want to copy between the lines. Be careful: do not use a tape
with data that you wish to keep! 
Now save the piece under any name; e.g. TMP1. When saving is finished, press
<SELECT><E> in order to have your complete composition retrieved. Manoeuvre
the cardboard in such a way that the green lines mark the beginning of the 
place where you want your music stored and then load it. Be precise: the music
that will now be loaded overwrites existing music! 


Chapter 11 
NOTES ON RHYTHM 

When you are used to conventional musical notation, you might have problems
storing a musical score in this program. Here are some suggestions that might
make life easier: Keep in mind, that you are programming a card for a 
barrel-organ. If you want to program a musical score, look up the smallest
rhythmic unit in it. Use that as 1 step (memory unit) in the program. Maybe
you can find a prefixed rhythm that suits the measure. Anyway, you will be
able to subdivide the cardboard according to the number of steps in a bar.
E.g. if the smallest unit is a sixteenth note: in a 3/4 time, this means that
you have 4 steps in a crotchet, which is 12 steps a bar. If you have a as well
as a third of a crotchet, you must be able ta divide a quarter note in 3 as
well as in 4, so you will need 12 steps for a crotchet. Now to subdivide the
cardboard into crotchets press <SELECT> together with 4 to subdivide into 4,
then once more press <SELECT> together with 3 in order to subdivide into 
4 x 3=12. If you need a triplet, you can count out 3 times 4 steps. A
sixteenth will be 3 steps. Now have a go at the following exercise: 

EXERCISE III - PLAYING AROUND WITH RHYTHM
Now let us get Cas excited! Press <HOME> together with any of the function
keys, with or without <CTRL>. Holes will appear in the cardboard, just under
Cas, the drummer. Press <STOP>. Does this rhythm fit in with the melody? If
not, press <HOME>. Press <CTRL> together with <BS> and the rhythm will be 
cleared.
Now try any other function key, or put 2 rhythms on top of one another by
pressing a function key without deleting the previous rhythm. Should no 
rhythm be in accordance with your taste, then you are right; modern rhythms
should not be added to classical music. Anyway, by moving the pointer off the
piano keyboard and to Cas, you can insert drumsounds yourself, in the same way
as you inserted tones. 


Chapter 12
NOTES ON USING THE KEYBOARD 

As all the advanced features are sometimes slightly incompatible with the
basic features, note the following: 
1) When the keyboard is active <ESC> cannot be used to delete notes. 
2) To invoke keyboard you should press <SELECT>, keep it depressed, then
   press <K>, and subsequently <B> and only then release <SELECT>. Releasing
   <SELECT> in between <K> and <B> will not work. 
3) To deactivate the keyboard press <SELECT> with <K> only. This is advised
   specifically in case of loading or saving music.
4) Two possibilities exist to insert music using the keyboard.
 a) in PLAY mode: 
       i    - reserve all of memory with <SELECT><R> 
       ii   - choose a prefixed rhythm for support, if you like. (later you
              can delete it with <CTRL><BS>, if desired.) 
       iii  - select desired octave 
       iiii - press <STOP>, set desired tempo and play! Everything you play 
              will be recorded immediately and represented on the screen. It 
              will not be exact, unless you are a real virtuoso, but it can be
              edited afterwards in EDIT mode. It is added to or mixed with
              what is already there, so you can, step by step, 'dub in'
              different voices or improvise on a previously recorded
              accompaniment.
 b) in EDIT mode: 
       i    - make a handy subdivision, if you like 
       ii   - To insert, press the note(s) you wish to insert, keep depressed,
              and at the same time press the up or down cursor key (shortly if
              you want just one step) 
5) It is possible to press more than one key at the same time, but there are
   some restrictions. Using two keys simultaneously will always be perfectly
   safe, but the MSX hardware cannot handle more keys at the same time. you
   might get undesired effects like the insertion of a sound or note or even
   rhythm you did not intend to insert. Most of the time 3 or 4 keys will
   work, but there is no guarantee.
 

Chapter 13 
THE FINAL EXERCISE (IV) 

On the MuSiX tape, just after the Bolero, you will find a 2-voiced piece of
Bach, known as a Bourree. Go to the beginning of the memory by pressing
<HOME>. Clear the cardboard. Load: BOURREE. Play it. You will probably have to
slow it down. Having listened to the entire piece, it may have struck you that
something is missing. The piece consists of two sections. both of which are
repeated. The second time, however, only the accompaniment is played. Now it
is up to you to complete the score. If you are familiar with musical notation
and the piano keyboard you will not have much trouble inserting the right
note at the right place with the aid of Fig. 5. If you are not, consult the
reference page (last pages of this booklet) as many times as needed. You may
have some difficulties, but taking into account that you are not only learning
this program's workings, but are learning musical notation as well. the
trouble most certainly will be worth your while. 
To insert a note, go about as follows: make sure the number on the note
counter is right. Look up the note on the stave on the diagram. Put the hand
on the piano keyboard on the screen to a corresponding position using left and
right cursor keys. Press <INS>. If you press the spacebar, the note on the
stave on the screen, right below the pointer, should appear at the same
position as in Fig. 5. 
The keyboard option can also be used: Be sure the keyboard feature is switched
on by <SELECT><KB>. Look up the note on the diagram. Find the corresponding
key on the computer keyboard below. Press it, and while keeping it depressed,
press UP. Now the note will be inserted, and you can put in the next one. If
you are a piano player, this way of inserting probably will appeal to you.
Above and below the bar in Fig. 5 numbers are written. The numbers above the
bars correspond to the part of the Bourree that is completed already. The
numbers below the bars tell you at which note counter number the notes should
be inserted. So you start inserting by moving the cardboard in such a way that
the note counter above Cas's head reads 71. Move the hand to the e on the 
piano keyboard (yes, the same one as in exercise I) and press <INS>. Two notes
will sound together now. Move the cardboard up 1 step. The counter reads 72.
Now move two places to the right, to the black key called "fis" and press
<INS>. One of the rules of musical notation is that a sharp (#) or flat (b) at
the start of a stave applies to the whole line, and to all octaves. So the
lower F (like note 29) is also heightenend to a Fis. If you place a sharp or a
flat in a measure, then these symbols will only affect the notes in this
measure and on this particular height. A sharp or a flat can be undone by a
natural, as you will find with notes 23 and 24. Starting from 81, this is what
is denoted: B cis dis e d c B. You are advised to use the hand (keyboard
pointer) for the first part (71 - 133) and the keyboard feature for the last
(263 - 385). 

  [Figure 5: Music score for Bourree]

  [Figure 6: Keyboard reference map for keyboard mode]



MuSiX quick reference 

In PLAY mode 
------------
<STOP> - Switch between play and edit mode
Up     - play faster
Down   - play slower
Right  - play louder
Left   - play softer

In EDIT mode
------------
Left   - move keyboard pointer left
Right  - move keyboard pointer right

Moving through memory
---------------------
Up           - move up
Down         - move down
<HOME>       - to start
<SELECT>Up   - move up, fast
<SELECT>Down - move down, fast
<STOP>       - play backwards
<SELECT>Y    - synchronise stepping
<SELECT>U    - undo synchronisation
<SELECT>E    - last melody note = end of memory
<SELECT>.    - Green lines = end of memory
<SELECT>R    - reserve all of memory

Making changes
--------------
<INS>         - insert note pointed at
<DEL>         - delete note pointed at
<CTRL><DEL>   - delete all notes between lines
<ESC>         - delete melody between lines
<BS>          - delete drum between lines
<CTRL><ESC>   - delete rest of melody
<CTRL><BS>    - delete rest of drumsounds
<CTRL><HOME>  - delete rest of music
<SELECT><INS> - make room by shifting upwards
<SELECT><DEL> - delete forwards by shifting
<SELECT><BS>  - delete backwards by shifting
<F1> to <F10> - insert prefixed rhytms
<SELECT>X     - transpose

Keyboard feature
----------------
<SELECT>KB      - activate keyboard feature
<SELECT>K       - deactivate keyboard
<SELECT><ESC>   - set keyboard 2 octaves higher
<SELECT><TAB>   - set keyboard 1 octave higher
<SELECT><CTRL>  - set keyboard 1 octave lower
<SELECT><SHIFT> - set keyboard 2 octaves lower

Subdivision
-----------
<SELECT>n (n=<2>,<3>...<9>)
          - multiply subdivision by n.
<SELECT>0 - undo subdivision
<SELECT>1 - invert background colour
<SELECT>+ - add 1 to subdivisor
<SELECT>- - substract 1 from subdivisor

Loading and saving
------------------
<SELECT>L - load music file from tape
<SELECT>S - save music file to tape

