Text content (OCR)
AT LAST: THE WHOLE
TRUTH ABOUT FLOPPIES.
Amazing book reveals
alll
How to keep from
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So it never loses it's
memory. :
How fingerprints cat
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Unretouched Kirlian
photographs of UFO's
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Objects)! The incredible
importance of making
copies: the Department
of Redundancy Depart-
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when it goes on! Power-
ful secret methods that
scientists Claim can ac-
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amnesia! All this, and
much more ..
In short, it's an 80-
page plain-English,
graphically stunning,
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guide to the care and
feeding of flexible disks.
For The Book, ask your
nearest computer store
that sells Elephant™
disks, and bring along
one and one half earth
dollars.
For the name of the
store, ask us.
ELEPHANT MEMORY
SYSTEMS® Marketed
exclusively by Leading
Edge Products, Inc,,
Information Systems
and Supplies Division,
55 Providence Highway,
Norwood, MA 02062. Call
toll free 1-800-343-8413,
In Massachusetts, call
collect (617) 769-8150,
Telex 951-624.
SLILOIS FHL
RETS OF PERFECT MEMOR
D ONE HALF EARTH DOLLAF
Cirele HelpCard No. 31
Predictable.
A flawless future is in sight with 3M diskettes.
At3M, reliability is built into every diskette. We've been in the computer
media business for over 30 years. And we've never settled in. We're
constantly improving and perfecting our product line, from computer
tape and data cartridges to floppy disks.
3M diskettes are made at 3M. That way, we have complete control
over the entire manufacturing process. And you can have complete
confidence in the reliability of every 3M diskette you buy.
Apple® Compatible.
3M makes diskettes for use with Apple computers, including specially
designed Fileware” diskettes for the Lisa” personal office system.
Look in the Yellow Pages under Computer Supplies and Parts for the
3M distributor nearest you. In Canada, write 3M Canada, Inc., London,
Ontario. If it's worth remembering, it's worth 3M diskettes.
Apple, Apple logo, Fileware and Lisa are trademarks of Apple Computer, Inc.
3M hears you..
Sane
Articles
08 From Dynamos to Dynamie RAMs - Bob A. Moog
75 Years of Electronic Music.
14 Music and Sound for the Apple - Julie White
A musician looks at hardware.
20. “1WishI Had More Time...” - Dennis Briskin
Users reveal their frustrations.
24 Seven Steps to Buying Your Music System - Tony Dirkson
Tips for musician and home user, or both. ¥
28 The alphaSyntauri and the Soundchaser - Tom Darter
Complete reviews of two leading systems. ‘
38 Music Programs for the Apple - Peter Nye
The variety of software is amazing.
44 Apple in Music Education - Dirk van Nouhuys
The computer helps to teach music theory.
48 How the Pros Do it - Lenore Wolgelenter
The Apple on tour and in the studio.
58 WPL - The Sleeping Giant - Richard Loggins
Part II - An Address Book.
70 E-Mu Drumulator - Dominic Milano
A graphic rhythm composer.
74 Portfolio - Morgan P. Caffrey
An “intelligent” market game.
Coming Next Month...
//e Graphics
Apple /// Interface
Input Routines
Apple
pchard
Vol. 4, No. 9 December 1983
Entire contents Copyright © 1983
by International Apple Core, Inc.
Peter C. Weiglin —- Editor and Publisher
Donna Caldwell - Managing Editor
Morgan P. Caffrey —- Senior Editor
Dawn Brown - Circulation Manager
Nicole Lefcourt — Editorial Assistant
Cindy C. Mack - Advertising Coordinator
Rick van Genderen - Design Director
Contributing Editors:
Mark L. Crosby — New Products
“Dr. Wo” - Pascal/Languages Editor
Neil D. Lipson, P. E.
A. S. (Woody) Liswood
Barry D. Bayer
Jim Linhart — Miscellaneous Cartoonery
Karen Vanikiotis Zinsmeister - IAC Staff
Jay Eisenberg - Advertising Director
JE Publishers’ Representative Company
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Address for all subscriptions, correspondence,
advertising material, manuscripts, ete.:
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APPLE ORCHARD (ISSN 0277 - 1950) is published monthly by the International
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ApPLE ORCHARD is a publication of the International Apple Core, a worldwide
federation of Apple computer User Groups. The opinions expressed herein are
those of the authors, and do not necessarily represent the views of the International
Apple Core. While we appreciate the co-operation of Apple Computer, Ine. and
other sponsoring members, the IAC and APPLE ORCHARD do not necessarily
represent the views of any of these companies. Our existence is derived from the
thousands of Apple users, and it is their interests which we serve.
Textfile
The use of an Apple computer to generate music—real
music—,is perhaps the most spectacular application yet
devised for our favorite machines. At every show, at every
group’ get-together, it is the music demonstrations that
attract the largest crowds. Every musician and music teacher
has at least wondered about these things; can they help to
teach music? Are they real?
To try to answer this, we're taking advantage of our month-
ly frequency to attempt our first issue mostly devoted to one
subject: “computer music” or digital synthesizers. Our goal
is to show you what’s available, what works, and then to
encourage you to go as far into this activity as your time,
talent, and inclination leads you.
Ask about music synthesizers and the name that you are
likely to hear first is Moog (rhymes with “mow”, not “moo”).
Bob Moog is the man behind the machine, and he starts our
journey with a thorough background on the development of
electronic music
Review and analysis of the hardware and software that
lets an Apple make music turned out to be an awesome task,
particularly since we wanted to approach it from a musical
point of view as much as the computer/technical. Julie White,
Tom Darter, and Peter Nye each tackled segments of the job,
with results herein.
Meanwhile, Dirk van Nouhuys, Dennis Briskin, and Tony
Dirksen focused on the human and user aspects. So, you'll
read about individual users, amateur and professional; about.
new directions in music education, and about buying your
own system.
Lenore Wolgelenter also appears. And in addition to men-
tioning her article on professional musicians who have be-
come Apple-ized, we must point out that Lenore also served
as the editorial co-ordinator for this special issue effort.
We're excited about the results.
Richard Loggins returns with a non-musical article, Part 2
of our WPL series. Rich begins construction of an address
book, while showing you another facet of Applewriter’s com-
panion. Then, Pat Caffrey looks at Portfolio, a stock mar-
ket game.
Question: are there other topics that you feel are deserving
of this kind of special-issue focus? Or should the approach be
different? Let us know what you think; Apple Orchard
really belongs to you.
Please join with us in a moment of sadness. Our Managing
Editor, Donna Caldwell, is leaving the Apple Orchard family
to pursue a slightly different but equally challenging career
direction. In eighteen months, Donna moved from young and
excited Editorial Assistant to less young but no less excited
Managing Editor. Her efforts have been instrumental in
Apple Orchard’s growth; it could have happened without
her, but it wouldn’t have been as pleasant a journey for the
rest of us. We hope you'll all join us in wishing her well.
OPEN YOUR APPLE.TO A-
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The PSIO is, completely cémpatible with
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The PSIO from Videx...how in the world
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.
Apple is a registered trademark
of Apple Computer Inc
Satisfying More Than
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Apple is a registered trademark of Apple Computers, Inc.
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Over 135,000 Apple® computers are using Orange
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©Orange Micro, nc., 1983
Cirele HelpCard No. 42
From Dynamos to Dynamic RAM’s:
75 Years of Electronic Music
by Bob A. Moog
beauty queen of antiquity appears fully developed on
her first day. The painting depicts her as a mature
woman, riding in from the sea on a giant half-shell, and being
met by a small reception committee on shore.
| n Botticelli’s famous painting “The Birth of Venus”, the
So it also often seems with electronic music, which surfaced
in the late sixties as a seemingly mature popular artistic
medium, riding into view on the success of Switched-on Bach
(one of the largest-selling classical albums of all time), and
being propelled by rock and roll and the electronic media.
However, real artistic media, like real people, develop and
grow to maturity, a process which inevitably takes time and
nurturing. According to legend, Venus spent her younger
days in the sea before she made the terrestial scene. Similar-
ly, the growth of the medium of electronic music took place
over three quarters of a century, during which time it devel-
oped from an awkward ‘child’ to the potent musical resource
that we know today.
The Telharmonium
Electronic music started at the beginning of this century,
when inventor Thaddeus Cahill designed and built an electric
music system that still seems remarkable for its originality of
concept and sheer size of the final product. Cahill knew that
an alternating electrical voltage, when applied to a loud-
speaker, would produce a musical tone. The more rapid the
alternation, the higher is the tone’s pitch. Cahill designed a
series of electrical generators, each running at a different
speed, to produce a complete range of musical notes. He then
added large mixing transformers to combine the tones, se-
veral piano-like keyboards to enable musicians to control the
tones, and a large bank of switches to activate and route the
tones. He called his development the Telharmonium, a name
that suggests sending music over distances.
The Telharmonium was no hand-held or table-top instru-
ment. Each generator was capable of producing up to fifteen
kilowatts of power. The mixing transformers weighed up-
wards of a ton each. The Telharmonium was built in the early
1900’s, in Holyoke, Massachusetts, then transported to New
York City on a whole train of flat cars. It was installed in mid-
town Manhattan in a building that Cahill named (what else?)
Telharmonic Hall.
For Cahill, the Telharmonium was more than the out-
growth of casual tinkering. It was a business venture: The
New York Electric Music Company. Cahill’s marketing plan
8 Apple Orchard
included not only public concerts, but also a network of sub-
scribers who were connected via telephone lines, and who
would receive Telharmonic music in their homes and busi-
nesses. The Company’s staff included several trained musi-
cians who performed concerts at scheduled times throughout
the day. Initial press reviews were generally favorable; musi-
cians throughout the world discussed Cahill’s developments
with wonder and enthusiasm.
After several years of operating, however, the Telhar-
monium failed to live up to its early promise. Although it was
a technical towr de force that enabled musicians to control
tone color through sophisticaed synthesis and touch sensitive
keyboards, the Telharmonium produced tones that even-
tually proved tiresome to listen to. Besides that, the radio was
enjoying an increasing popularity. As the First World War
drew to a close, the New York Electric Music Company “took
the count” and went out of business, leaving a technocultural
legacy that included additive synthesis (later employed in the
Hammond organ with enormous commercial success), touch-
sensitive keyboards (which are considered “hip” to this very
day), and the concept of a music-by-subscriber-network that
we generally refer to by the trade name Muzak.
Early Electronic Instruments
The vacuum tube was invented by Lee DeForest in 1907.
Within two decades, when most people were just becoming
acquainted with radio, technicians and experimenters were
deeply immersed in finding musical applications for the
new technology.
Programmable Electronic Musical Instruments
The idea of programmable musical instruments is nothing
new. Music boxes have been made for hundreds of years, and
reached a startling level of sophistication toward the end of
the nineteenth century. Player pianos and nickelodeons were
commonplace at the beginning of this century. So it was
natural for the early electronic musical instrument devel-
opers to combine electronic sound generation with pro-
grammed control, to form what we would call today a
“programmable synthesizer”. The first instrument of this
type that I know of is the Coupleux-Givelet Synthesizer, a
four-voice instrument whose ‘controls’ were manipulated
pneumatically with the sort of technology that was developed
by the player-piano industry.
aad
Conceptually however, the Coupleux-Givelet instrument
went far beyond the player piano: the paper roll that pro-
grammed the instrument not only turned notes on and off, but
also varied pitch, loudness, tone color, vibrato, and other pro-
perties of the sounds themselves. The technology employed
by Coupleux and Givelet was crude by today’s standards:
pneumatic bellows moving the iron cores of electrical coils to
vary tone color, tracker bars to start and stop notes, and so
forth. But the concept of providing musicians with ways of
shaping the individual properties of sounds, of enabling mu-
sicians to build up sound from component parts, is what has
made electronic and computer music so attractive to mu-
sicians.
One of the earliest electronic instruments was the Piano-
rad, invented by Hugo Gernsback, aman whom many regard
as a Founding Father of science fiction in this country. Gerns-
back’s invention consisted of a bank of vacuum-tube oscil-
lators (electronic alternating voltage generators) covering
several octaves of the musical pitch range. Each oscillator
was connected to its own loudspeaker driver, and was ac-
tivated by one key of a conventional organ-like keyboard. (If
you are familiar with the technical bases of audio electronics,
you will recognize that Gernsback’s scheme of having a sep-
arate loudspeaker driver for each note was a foolproof way of
avoiding intermodulation distortion,— pretty hip for the
1920's!) Throughout the 1920’s, the Pianorad was regularly
played live over radio in New York City, by itself and in
ensemble with other musicians.
is aad
Bob Moog
The Theremin was perhaps the most novel and original of
all the early electronic musical instruments, in that its means
of control, as well as its means of sound production, was com-
pletely new. Whereas instruments like the Telharmonium
and the Pianorad used conventional piano-like keyboards for
musical control, the Theremin was controlled by the move-
ments of the player’s hand in the space surrounding the
instrument. Thus, the Theremin offered musicians not merely
a new set of tone colors, but a new way of controlling and
shaping those colors. In the hands of a skilled musician, the
Theremin produces warm, vibrant tones that suggest a cello
or a human voice, but with a much wider pitch range. The
Theremin was brought to this country in 1927 by its inventor,
Leon Theremin. It was manufactured by the Radio Corpora-
tion of America for a brief period of time during the early thir-
ties. Several musicians made careers of giving Theremin
concerts. The greatest of these is Clara Rockmore, who
played over 150 concerts with major symphony orchestras
and with her pianist sister Nadia Reisenberg before retir-
ing.
Other new electronic instruments challenged, but never
matched, the Theremin’s originality. The Ondes Martenot,
like the Theremin, was a solo instrument. That is, it produced
one note at a time, like a clarinet or trumpet. However, the
Ondes Martenot’s control mechanism was a keyboard that
worked in combination with a sliding flexible band. It en-
abled a musician to either play discrete notes or slide from
note to note, much as a violinist is able to do. Another impor-
tant instrument is the Trautonium, a German invention that
utilized a long contact ribbon as its main control means. Leon
Theremin himself experimented with a variety of new instru-
ments, including a dance platform that doubled as a musical
instrument. Many of these new instruments achieved small-
scale production: Trautoniums were made by Telefunken,
December 1983 9
and Ondes Martenots were built in the inventor's own fac-
tory.
Electronic Music at the Halfway Point
The work of Coupleux and Givelet was the first of a series of
experimental programmable synthesizers. Throughout the
1930s, a growing body of electronic musical instrument de-
signers came up with an amazing variety of new instruments
for musicians to explore. Some (like Theremin’s instruments)
were designed to be played live. Others were intended to be
programmed. Composers such as Percy Grainger, Henry
Cowell, and Edgar Varese worked with these developments,
struggling with early electrical disc recording to realize and
record the sort of music that their minds were creating for
them.
World War II diverted the talents of electronic engineers
from musical instrument design to more urgent matters.
After the war ended in 1945, musicians discovered that yet
another electronic resource was available: the tape recorder.
Unlike any sound recording medium that preceded it, the
tape recorder offered musicians the ability to physically man-
ipulate stored sounds,- to cut sounds apart, reverse them,
shape them, and splice them together with any degree of com-
plexity they chose. Experimental studios sprang up in Ger-
many, France, and Italy; in New York, Toronto, and Urbana,
Illinois. Working in laboratory-studios with electronic tech-
nicians, experimental composers set about making complete
pieces of music with electronic sound-producing and modify-
ing instruments and tape recorders. Their music was as
experimental as their way of working: new timbres, sound
structures that were far more intricate than those that could
be produced by traditional performers, and sounds that start-
ed out as everyday noises, but were structured electronically
to become music. These experimental composers developed
ways of organizing and working with electronic equipment
that became known collectively as “Classical Electronic
Music Studio Techniques”. They worked through the 1950s
and early ’60s, conveying their new-found knowledge to
music students and to other experimentally inclined compo-
sers.
Emergence of the Modern-day
Electronic Music Synthesizer
In the mid-sixties, several developments came together,
the result of which was the appearance of keyboard syn-
thesizers which are now so popular. These developments
were the availability of high quality transistors at reasonable
cost, the use of multitrack recorders in pop and rock music,
the increasing popularity of rock music itself, and the increas-
ing activity of experimental musicians.
perform a single function, but all of which were designed to be
easily interconnectable, like a component stereo system.
The Classical Electronic Music Studio Technique centered
on the use of a wide variety of electronic sound producing and
modifying instruments which the musician connected toge-
ther (patched) to perform the function that he wanted. Elec-
tronic musicians soon learned to describe a particular sound
event in terms of the types of instruments that he used to pro-
duce the sound, and the pattern in which the instruments
were interconnected. This led to the concept of a modular
system—a group of devices, each of which was designed to
10 Apple Orchard
When I became interested in electronic music instrumenta-
tion some twenty years ago, I knew of the modular concept.
(My engineering laboratory instructor was also the technical
director of the Columbia-Princeton Electronic Music Center!)
I also knew that transistor circuits could be used to build a
modular system that was much more compact, stable, wide
range—and cheaper—than a similar system made with
vacuum tubes. I had always been interested in electronic
musical instruments, and in fact had made a good part-time
living building Theremins on a custom basis while I worked
my way through graduate school. When I met Herb
Deutsch, an experimental composer who at that time was an
instructor in the Hofstra University music department, he
asked me if I was interested in building some electronic music
equipment for him. I naturally said “Yes”!
Herb and I worked together for several weeks in the spring
and summer of 1964. Herb described the sorts of sounds that
he wanted to work with, and I built some modules to meet his
requirements. As we worked, I building circuits and he using
the circuits and his tape recorder to compose music, the
importance of the modular concept became evident. We
talked about many kinds of modules and tried a variety of
ideas, some of which we developed while others we discarded.
We considered various sorts of control devices, and settled on
a keyboard and a long, slender touch-sensitive “ribbon con-
troller”.
By the end of summer, Herb and I had pinned down the
components of our first modular system. In doing so, we
articulated a complete instrument concept, a concept which
has formed the basis of the synthesizer industry which is now
worldwide in scope and the fastest-growing segment of the
musical instrument industry. I gave our modest collection of
handmade modules its first public showing at the 1964 Audio
Engineering Society convention in New York City. Our first
customer was Alwin Nikolais, a choreographer who com-
poses his own sound scores. Second was Eric Siday, a com-
mercial composer, and third was Vladimir Ussachevsky, the
director of the Columbia-Princeton Electronic Music Center.
The world of pop and rock music had nothing to do with us;
not yet!
At the same time that we were getting ready to make elec-
tronic equipment for a living, musician-inventor Don Buchla was
collaborating with composer Morton Subotnick. The result of
their collaboration was also a modular electronic system,
similar in many ways to what Deutsch and I had come up
with. And in Rome, television engineer Paul Ketoff had al-
ready built several small modular, keyboard controlled in-
struments. In retrospect it seems that in the mid sixties, the
transistorized modular electronic music system was an idea
whose time had come.
As the sixties unfolded, our equipment became popular
with experimental composers and with the loose network of
musicians who produced radio and TV commercials. One of
these was Walter Carlos, a New York recording engineer who
had been a student of Ussachevsky. Carlos built a small but
elegant electronic music studio in the living room of his apart-
ment. After a few experiments, he and a couple of his col-
leagues began a project to use the modular synthesizer which
we had built for him to realize the music of J. S. Bach. They
finished their project in 1968. The resulting record, Switched-
on Bach, was an instant success, and catapulted the entire
electronic music medium into public view.
The beginning of the popularization of synthesizers and
electronic music in the latter part of the ’60’s, coincided with
the emergence of rock and roll as a dominating cultural force.
As a musical medium, rock and roll could not exist without
electronics. The whole electronic music medium was adopted,
slowly at first and then more completely, by rock musicians.
The big turning point came in the early seventies, when anew
generation of synthesizers that could be played in live perfor-
mance without having to be patched was placed on the mar-
ket. These included the Minimoog (which is still popular
among electronic keyboard players) and the early Arp in-
struments. The early ’70’s were marked by the acceptance of
the keyboard synthesizer as a legitimate and important addi-
tion to the electronic keyboard performer's arsenal.
The Importance of Digital Technology
Until fairly recently, most synthesizers were analog in-
struments. “Analog” is the technical term that means that
the instrument’s circuitry produces continuously-varying
voltages that correspond, say, to the sound waveform. In con-
trast, “digital” circuits produce numbers that must be con-
verted into voltages before they can have anything to do with
sound. Digital circuits are inherently accurate. Their con-
tents can be easily moved around, processed, and stored with
no loss of accuracy. (A non-musical way of explaining analog
vs. digital is this: if your watch has moving hands on it, it’s
analog. If it displays numbers, it’s digital.—PCW.)
The development of the microprocessor played the same
role in the utilization of digital circuitry in synthesizers as the
proliferation of the transistor played in the utilization of
analog circuitry. Only a couple of years after the first micro-
processors were put on the market, they were being utilized
to replace patch cords and manually operated control knobs
on synthesizers. With microprocessor programming of a key-
board instrument, it is possible to set up a tone color, then
store all of the numbers defining that tone color in a digital
memory. The tone color can be called up in performance vir-
tually instantly, a huge increase in convenience for the per-
forming musician over having to adjust the knobs of an
all-analog instrument.
Many of the currently-available electronic keyboard in-
struments are microprocessor-controlled, and are equipped
with MIDI (Musical Instrument Digital Interface) which
allows instruments to “talk” to one another, or to a MIDI-
equipped computer. In a sense, we are returning to the mod-
ular concept. Now however, the “modules” are complete
instruments, the “patch cords” are MIDI cables, and the
signals that flow among the modules are not sound waves or
control signals, but are complete sets of commands. With the
right software it is now possible, even convenient, to organize
several MIDI-equipped instruments into a computer-
controlled ensemble, thereby greatly reducing the need for
multitrack recorders in electronic music!
Digital Sound Synthesis
Digital programming of an analog synthesizer requires the
execution of up to a few thousand instructions per second,
and can therefore be easily handled by a microprocessor. For
a synthesizer to generate an actual sound waveform by digi-
tal means, on the other hand, requires the execution of hun-
dreds of thousands or millions of instructions per second.
Personal computers are able to program and control syn-
thesizers, but they do not go fast enough to generate musical
quality waveforms digitally. Some computer-based music
systems, like the alphaSyntauri, use peripherals that are
specially designed to produce musical sounds. Others rely on
large computers that are capable of musical sound through-
put in real time.
If you are more interested in composing than in live perfor-
mance, you can use an Apple II-size computer to produce
music of considerable complexity. You would write a pro-
gram to produce the data for the sound waveform, and then
dump that data into a mass storage medium such as a hard
disk. When enough data to make a piece of music is accum-
ulated, you would invoke another program to feed that data
rapidly to a digital-to-analog converter, thereby producing
the desired sound waveform. Experimental composers have
worked this way for a long time. There are computer music
laboratories at Bell Laboratories, MIT, Stanford, and many
other institutions that have served experimental composers
for the past two decades. Today it is possible to do the same
thing on your kitchen table, with the right software and
peripherals.
What’s in the Future
Personal computers will become increasingly important to
musicians. A MIDI-equipped computer can perform the func-
tion of personal recording studio (recording and processing
MIDI commands as the musician generates them by playing a
keyboard or similar control device), music learning center, or
a composing center. Digitally programmable synthesizers
may come to be regarded as specialized computer peripher-
als, spitting out complex sound waveforms just as my printer
spits out golden prose at 160 characters per second. If you like
to play music for fun, you may, some time in the future, buy a
finely crafted MIDI-equipped keyboard. You may then take it
to your friend’s house on Saturday night where you will plug
into his MIDI-equipped computer and synthesizer and play,
either by yourself or with him. If you enjoy playing music with
your friend but the snow is too deep for you to go to his house,
you may elect to hook your computer to his over a phone line,
and both of you can play while hearing each other’s perfor-
mance, just as if you were in the same room.
If you’re a professional composer, you will probably have
thrown out your pen and your music paper long ago. You will
compose right at your computer, using a user-friendly “‘note-
processing” program. When you have enough to listen to,
you'll command your computer to “play it out” through the
synthesizer peripheral that’s connected between your com-
puter and your sound system.
If your dream is to play with your local rock band, every-
thing you’ve learned on your home computer music system
will carry over as you head for the bright lights and the
screaming crowd. Your band will have its own computer and
programmable synthesizer, just as today’s bands all have
their own PA systems. You'll plug your glitter-coated hand-
held keyboard into the MIDI input on the computer, call up
the selection of tone colors you use for the performance, and
wail away. Your record company will store the MIDI signals
on their hard disk, for later release as a MIDI-encoded
‘live album”.
Far fetched, you say? Don’t kid yourself!
Bob Moog started the synthesizer explosion with the first Moog
Synthesizer and is presently doing reasearch, lecturing and
writing.
December 1983 11
APPLIED ENGINEERING Quality Starts On The Drawing Board....
doesn’t end there. Our commitment to excellence applies all the way down the line, through manufacturing and testing to our three year no-hassle warranty. The
aim, of course, is to provide you with the best designed and best crafted hardware available. Try any of the peripherals below and see what it’s like to own the finest.
The TIMEMASTER
Finally, a clock that does it ALL!
Automatically date
stamps files with
PRO-DOS
Fully PRO-DOS
compatible
ua
@ Just plug it in and your programs can read the year, month, date, day,
and time to 1 millisecond! The only clock with both year and ms.
@ A rechargeable NiCad battery will keep the TIMEMASTER running,
for over ten years,
@ Powerful 2K ROM driver — No clock could be easier to use.
Full emulation of most other clocks, including Mountain Hardware’s
Appleclock (but you'll like the TIMEMASTER mode better).
© Basic, Machine Code, CP/M and Pascal software on 2 disks!
© Eight software controlled interrupts so you can execute two programs
at the same time (many examples are included).
© On-board timer lets you time any interval up to 48 days long down
to the nearest millisecond,
The TIMEMASTER includes 2 disks with some really fantastic time
oriented programs (over 25) plus DOS dater so it will automatically add
the date when disk files are created or modified, The disk is over a
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packages for business, data base management and communications are
made to read the TIMEMASTER.
If you want the most powerful and the easiest to use clock for your
Apple, you want a TIMEMASTER.
PRICE $129.00
‘Super Music Synthesizer
Improved Hardware and Software
Complete 16 voice music synthesizer on one card. Just plug it into
your Apple, connect the audio cable (supplied) to your stereo, boot
the disk supplied and you are ready to input and play songs.
It’s easy to program music with our compose software, You will start
right away at inputting your favorite songs. The Hi-Res screen shows
what you have entered in standard sheet music format.
Now with new improved software for the easiest and the fastest
music input system available anywhere.
We give you lots of software, In addition to Compose and Play
programs, 2 disks are filled with over 30 songs ready to play.
Easy to program in Basic to generate complex sound effects. Now
your games can have explosions, phaser zaps, train whistles, death
cries. You name it, this card can do it.
Four white noise generators which are great for sound effects
Plays music in true stereo as well as true discrete quadraphonic.
Full control of attack, volume, decay, sustain and release.
Will play songs written for ALF synthesizer (ALF software will nottake
advantage of all our card's features. Their software sounds the same
in our synthesizer.)
© Our card will play notes from 30HZ to beyond human hearing.
Automatic shutoff on power-up or if reset is pushed.
@ Many many more features. PRICE $159.00
Z-80 PLUS!
sna
] i
@ TOTALLY compatible with ALL CP/M software.
@ The only Z-80 card with a special 2K “CP/M detector’ chip.
Fully compatible with microsoft disks (no pre-boot required).
© Specifically designed for high speed operation in the Apple Ile (runs
just as fast in the II+ and Franklin).
@ Red “CP/M WORKING” LED indicator, the Z-80 Plus does not
interfere with non-CP/M programs.
@ Asemi-custom I.C. and a low parts count allows the Z-80 Plus to fly
thru CP/M programs at a very low power level. (We use the Z-80A at
fast 4MHZ,)
@ Does EVERYTHING the other Z-80 boards do, plus Z-80 interrupts.
Don’t confuse the Z-80 Plus with crude copies of the microsoft card. The
Z-80 Plus employs a much more sophisticated and reliable design. With
the Z-80 Plus you can access the largest body of software in existence.
Two computers in one and the advantages of both, all atan unbelievably
low price. PRICE $139.00
Viewmaster 80
There used to be about a dozen 80 column cards for the Apple, now
there’s only ONE.
@ TOTALLY Videx Compatible.
80 characters by 24 lines, with a sharp 7x9 dot matrix.
© On-board 40/80 soft video switch with manual 40 column override
© Fully compatible with ALL Apple languages and software—there are
NO exceptions.
© Low power consumption through the use of CMOS devices.
© All connections on the card are made with standard video
connectors.
© All new design (using a new Microprocessor based C.R.T. +
controller) for a beautiful razor sharp display.
@ The VIEWMASTER incorporates all the features of all other 80
column cards, plus many new improvements.
ViewMasTER 169 =YES.-«oES-=YES.«ES-YES«YES.ES—VES
SUPRTERM MORE NOYES =NO. NO. NO NO YES YES
WiZARD#0 «MORE == NO. NO-NO NO YS NO YES YES
VISIONB. = MORE —«YES-—«seS:-«SCNO.ONOYES.-s=NO.'NO.NO
OMNIVISION MORE NOYES. «NO. NO-NO NO YES YES
VIEWMAXSO MORE YES. -YES_- «NO-NO S._—-NO. NOYES
SMARTERM MORE YES. -YES_- «NO-NO NOYES. YES_—NO
VIDfoTERM MORE NO NO YES NO YES YES NOYES
The VIEWMASTER 80 works with all 80 column applications including CP/M,
Pascal, WordStar, Format Il, Easywriter, Apple Writer Il, VisiCalc, and all
others. The VIEWMASTER 80 is THE MOST compatible 80 column card you
can buy at ANY price! PRICE $169.00
© Expands your Apple Ile to 192K memory.
@ Provides an 80 column text display.
© Compatible with all Apple Ile 80 column and extended 80 column
card software (same physical size as Apple's 64K card).
© Can be used as asolid state disk drive to make your programs run up
e
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to 20 times FASTER (the 64K configuration will act as half a drive).
Permits your Ile to use the new double high resolution graphics.
Automatically expands Visicalc to 95 K storage in 80 columns! The
64K config is all that’s needed, 128K can take you even higher.
PRO-DOS will use the MemoryMaster Ileasa high speed disk drive.
MemoryMaster Ile 128K RAM Card
Lowest power consuming 128K card AVAILABLE.
@ Complete documentation included, we show you how to use all
128K.
Ifyoualready have Apple's 64K card, just order the MEMORYMASTER Ile with 64K and use
the 64K from your old board to give you a full 128K. (The board is fully socketed so you
simply plug in more chips)
MemoryMaster Ile with 128K $249
Upgradeable MemoryMaster Ile with 64K $169
Non-Upgradeable MemoryMaster Ile with 64K $149
(Our boards are far superior to most of the consumer electronics made today. All.C.’s are in high quality sockets with mil-spec. components used throughout. P.C. boards are glass-
epoxy with gold contacts. Made in America to be the best in the world. All products work in the APPLE IIE, Il, I+ and Franklin. The MemoryMaster Ile is ile only. Applied Engineering
also manufactures a full line of data acquisition and control products for the Apple; A/D converters and digital I/O cards, etc Please cal for more information. Allour products are fully,
tested with complete documentation and available for immediate delivery. All products are guaranteed with ano hassle THREE YEAR WARRANTY.
All Orders Shipped Same Day
Texas Residents Add 5% Sales Tax
‘Add $10.00 If Outside U.S.A.
Dealer Inquiries Welcome
Send Check or Money Order to:
APPLIED ENGINEERING
P.O. Box 470301
Dallas, TX 75247
Call (214) 492-2027
7am, to 11p.m. 7 days a week
MasterCard, Visa & C.O.D. Welcome
No extra charge for credit cards
Plantinsé
as
The Connections
Electronic music synthesis on an Apple? Voice recogni-
tion? Controller boxes for electric motors, lights, and other
switches? Sensors for light, temperature, voltage, current,
and sound levels? On an Apple? Yup. You nameit, and it most
likely can be, and has been, connected to an Apple computer.
Or somebody’s working on it.
The array of peripheral boards that can be plugged into the
Apple II’s eight expansion slots is astounding, as our product
listings, reviews, and advertisements have shown over the
months. It’s a major reason why “more people are doing more
things...”
done.
Accomplishment is the key, although the hobbyists view
use of the machine as an end in itself. Most of us want to use
the personal computer to help us with a personally-defined
range of tasks. Our tasks, both work and play. And not only
are no two people’s lists of tasks the same, the aggregate of
those lists is so incredibly diverse that it seems no machine
can satisfy them all.
Well, it can’t. Not by itself, anyway. The personal computer
without expansion capability does only part of the job.
Hence, the home “game machines” that stall at a load much
greater than a checkbook, or the rigidly-designed business
computers that have no way other than an RS-232 serial port
to communicate with the world outside their motherboard
wombs.
Even Baby Blue has only five slots, two of which are to be
used if you want a monitor and disk drives. No wonder the
magazines for that machine are much larger; there are so
many more things that need correcting, and there’s a con-
siderable business in multiple-function boards to conserve
those precious slots.
, and, more importantly, getting more things.
Through it all, the Apples have been unique; the company
encouraged a bunch of creative minds, on and off its payroll,
to go and develop—to allow Apple computers to handle more
items on that aggregate list. To go beyond Games and
Bookkeeping, to process control, scientific analysis... and,
as we show in this issue, to music. Not just beeps, buzzes,
tones and squawks, but music.
That’s the real beauty of our favorite machine; when it’s
not a word processor, it can be a musical instrument or a
burglar alarm; sometimes more than one thing at a time. All
because of the ability to plug in a variety of uses, each encap-
sulated in silicon, copper (or gold), and various resins.
There is always a temptation to lower production costs by
using fewer connectors; the penalty is fewer access points for
external items. These are usually justified by pompous pro-
nouncements about market research, which boil down to “We
know what’s best for you”.
Maybe so. But a computer that doesn’t have that exten-
sibility, even an Apple, is at a severe disadvantage; it will
likely disappoint those who make the sales projections. Our
intelligence on the “Peanut”, or PC Junior, indicates that one
large firm thinks very highly of connecting points; see for
yourself.
It shouldn’t be a surprise; every salesman knows that to be
successful, “ya gotta have the connections.”
Fs L-
December 1983 13
Music & Sound For the Apple
by Julie White
p until recently, systems for digitally processing
and synthesizing sound have been available only in
super-megabuck, megapower “installations” for
professional musicians, recording engineers, and program-
mers. Unless he wanted to build his own from scratch, the
average home-computerist was left out. However, in the last
four or five years, a number of systems have been developed
to bring digital-sound synthesis and processing into the
home.
Each of these Apple-compatible systems has approached
the concept of digital sound in its own way. Three are syn-
thesizer systems, ranging from a simple but effective music-
writing program with a limited variety of sounds, to a
16-voice composing system that allows for extensive sound
manipulation and modification. The last is a kind of digital
“tape recorder”; it lets you do neat things with real sounds.
Each system has its advantages and its shorteomings—
and no one does everything you might want such a system to
do—but as a group, they indicate that progress may be
headed in the right direction. It’s worth keeping in mind that
while digital technology allows sounds to be manipulated
very precisely, it also means the loss of the fluidity of control
that makes analog systems so pleasant to use. It would be a
mistake to assume that any of these systems will turn a begin-
ner into a professional musician, or take the place of serious
instrumental study. What these systems do offer, however,
are various ways for the amateur or even non-musician to
play around with sound, and, with a bit of work, actually to
create music.
ALF MC1
1315 Nelson
Denver, CO 80213
(303) 234-0871
The ALF MC1 Music Card ($195) is a nine-voice music writ-
ing and playback system, designed to be compatible with any
Apple II with 32k or more memory. The package consists of a
system disk (actually, you get two: one in Integer BASIC, the
other in Applesoft) an owner's manual, and a hardware
board. In addition, you will need a stereo amplifier, speakers,
14 Apple Orchard
and two game paddles. The program allows you to enter
music on a musical staff display, play it back, and build up
“albums” of songs. The package is intended to be a general-
purpose tool for the hobbyist or the professional musician,
with or without computer experience, and although it is help-
ful to be able to read music, it is not absolutely necessary.
Installing the board is very simple — it plugs into a slot in
the Apple, and a connecting stereo audio cable plugs into
your amplifier. The main music-writing program is called
“Entry”. A graphic representation of treble and bass staves
appears, on which you enter up to nine lines or “parts,” one at
atime. Music can be transcribed over a range of four and a
half octaves, extending from C, two octaves below middle C,
to F two and a half octaves above. Key and time signatures
are entered first, via the Apple keyboard. Any time signature
can be used, and key signatures can contain up to six flats
or sharps.
Eight asterisks are displayed to the right of these sig-
natures; as you pass the cursor over each, information is dis-
played on the command line at the bottom of the screen,
concerning a “quarter” function that allows for tempo
changes at any point in any part by determining the real-time
value of a quarter note; a“‘gap” function that determines how
much time there will be between each note’s decay and the
attack of the next note; and a transpose function that osten-
sibly lets you transpose a part up or down five and a half
octaves, and thereby extend beyond the range of the staff.
Practically speaking, you can transpose about three oc-
taves above the highest written note before the computer
rolls the pitches over into the low register, and about an
octave below the lowest note before that rolls under into the
high register. Other asterisk functions have to do with the
volume and what are called the the “envelope” settings: the
attack, decay, sustain, and release of each note.
Pitches are chosen by moving a cursor up and down the
staff with paddle one, and are entered when the paddle’s but-
ton is pressed. When the note is entered, the pitch sounds.
Note durations (which extend to 64th notes and even include
triplets), accidentals, and ties can be selected from a line dis-
play below the staff, using paddle zero. Another paddle-zero
function allows you to move to any note in a part to insert,
delete, or hear it. This last is turned on by a “speaker” func-
tion.
Another line at the bottom of the screen keeps tabs on what
line and measure you're in, and how many notes are left avail-
able in memory (total capacity is about 5900 notes). A third
line displays keyboard commands as you enter them, and also
lists the name and octave placement of whatever note the cur-
sor is sitting on. Although you can enter nine musical lines
altogether, only one line can be worked on—or seen—at a
time. After you enter each line, you can listen to what you’ve
done. Since all lines play back together, you can listen to
individual lines only by turning every other line’s volume set-
ting to zero, or by using the aforementioned “speaker” fea-
ture.
Other features you can use include a“fuzz” function, which
adds pseudo-white noise to the sound of a line. With this and
some adjusting of the envelope settings, you can produce
some percussive sounds. A speed command will change the
tempo of the entire piece, and a length function allows for
unusual divisions of the quarter note, which can be divided
into as many time periods as there are in the “quarter” set-
ting. On the staff, these odd notes appear as Xs on stems,
rather than as noteheads. This is very useful in entering
pieces like Chopin mazurkas, which contain endless strings of
13 or 17 notes to a beat. Another feature is the ability to create
subroutines, useful for having sections repeat without having
to re-enter them on the staff, or for creating rounds, endless
loops, and such.
Once you have finished entering and editing a piece, the
Play program will play it back for you. Another program,
called Disco, lets you string pieces together into an “album”.
These albums do not allow for uniterrupted play, as might be
expected; you have to set the speed with a game-paddle and
push the button before each song on an album will start.
Apparently this was put in to allow you to announce each
song before it starts. The manual has instructions for writing
music without using the Entry program, in a chapter entitled
Perform, and there’s also a chapter that provides instructions
for accessing the synthesizer directly, which, among other
things, allows you to create different divisions of the oc-
tave.
The playback sound is very clean and precise, with good
pitch accuracy, going off only in the very highest and lowest
registers. Rhythmic accuracy is excellent within and between
parts. Adjusting the envelope settings can be fun. Important
to note, however, is that the only waveform available (besides
the fuzz) is a square wave. As a result, everything you play on
the MC1 sounds a lot like a reedy organ, although, with alittle
work, some interesting “dying squeezebox” accordian
sounds can be created.
The software, although flexible, is comparatively slow. It
takes a frustratingly long time to get back and forth between
playing and editing lines, and entering notes via the paddles
is cumbersome. Using the measure lines is a bit strange, in
that they are designed to appear as soon as you have entered
the correct rhythmic values for a measure. When you delete a
note from a measure (a common procedure), the program
automatically sucks up notes from subsequent measures,
creating all kinds of weird ties and note values to make up for
the lost beat. Not having the full range of key signatures
available is slightly annoying. The transposition function is
difficult to deal with; after you order a transposition, you
have to go into Play to hear it (and lower the volume settings
onall the other voices if you want to really hear it). It’s easy to
lose sense of what things sound like in all that going back
and forth.
While the above features are merely bothersome, there are
more serious problems with the MC1. The manual provides no
summaries within chapters, in some cases leaving you to
guess what a chapter is for. The poor organization makes it
difficult to find information on technical details, or to obtain
any kind of overview. Information appears in bizarre places;
for instance, you learn how to use triplets not during the
explanation of note durations, but in the section on sub-
routines. Spending all that time looking for information in the
manual (and not to mention waiting for the program to load
and reload) can make entering music a tedious, even exas-
perating process. The prose tends to be convoluted and clut-
tered with unnecessary comments. Considering the program
is meant for use by the novice (both computer and musical), a
more understandable manual would seem a necessity.
It would also help to offset the fact that by today’s stan-
dards, the software is not especially user-friendly. It is not
clear how to move from one menu to another, and it is fright-
eningly easy to crash the system, or destroy data by accident.
I destroyed the songs in the catalog while I was (I thought
correctly) following instructions on how to create an album
for the Disco program.
Overall, the package does what it claims, and if you are
interested in transcribing music and having it played back for
you, this system does that quite adequately. When it was first
developed in 1977, the MC1 was the first such system of its
kind, and with all credit given to it as such, it is starting to
look more crude and less user-friendly as more sophisticated
and flexible systems are being developed and marketed. Con-
sidering its limited sound resources and user-unfriendliness,
the system is a bit pricey at $195. Extra albums of music are
available so that you can hear what others have done on the
system. Other software, including programming aids and lots
of educational software are available.
Applied Engineering
P. O. Box 470301
Dallas, TX 73249
(214) 492-2027
Applied Engineering makes the Super Music Synthesizer
($159), a 16-voice synthesizer system similiar to the ALF, and
compatible with an Apple II with 48k memory. The system
comes with a double-sided disk, a hardware board, and a
stereo audio cable. You provide a stereo amp and speakers.
On the board there are three tone-generating oscillators and
one noise oscillator, each with dividers giving it four sep-
arate outputs.
The first problem with the system was encountered while
installing and booting it up. I found that the manual provides
contradictory instructions on which slots the board can plug
into; on one page, it lists 0 through 7, while on the next it lists
1 through 7. The default setting is 8. I tried to tell the software
I wanted the board in slot 0, but could not do so because the
master disk is permanently write-protected. After I went toa
copy (a procedure not detailed until much later in the man-
ual), I tried again. This time the software accepted the in-
struction, but upon any subsequent instructions, the system
crashed. I decided to stick with slot 3.
December 1983 15
There are several programs available. In Play, you can lis-
ten to the 30 or so songs provided on disk, either in random
order or individually. A catalog is provided, and the speed of
the songs can be adjusted by twiddling game paddle zero and
pressing the button. You ean also stop the song at any point
by hitting Control/Reset. All of the musical tones on the disk
tend to sound the same timbre-wise, although there are some
interesting effects to be found on “Alien Chopper Death,”
“March of the Womp Rats,” and “Amoeba Jig.” Another pro-
gram allows you to create custom “albums” of your own
songs.
Inorder to use the Compose program, first you have to copy
the system disk and, using FID, wipe out all the songs already
on disk. If you don’t do this (and at first I didn’t), the program
will not save any part of a song, and will crash if you get per-
sistent about it. This tidbit of extremely necessary informa-
tion is tucked away in an unobtrusive spot in the manual.
Once you manage to get into it, the program lets you enter 12
lines of notes. In addition, four lines of “percussion” (noise)
are available to add to other lines. About 8800 notes are avail-
able in memory.
As with the ALF MCI, pitches are chosen with a cursor
that travels up and down the staff, controlled by game paddle
one. A Hi-Res graphic display presents a grand staff (treble
and bass clef).At the end of the paddle’s travel is a “rest”
(hence the manual calls it the “pitch/rest” paddle), anda note
or rest placed into the file by pressing the button on the pad-
dle, which simultaneously sounds the pitch. Paddle zero is the
“commands” paddle. As you turn the knob on the paddle, the
various functions appear one by one in a inverse-video box on
the screen; you select the one in the box by pushing the pad-
dle button. Since they appear only one at a time, you must
constantly search for the proper function. Unfortunately, my
game paddles are somewhat jittery, which made the process
rather annoying.
The keyboard is used to enter all other commands. Only the
first three letters of each command are necessary, anda list of
commands is easily accessed by pressing “?”. They include
key signatures, time signatures, envelope settings, quarter-
value, speed, and transposition functions. The last will trans-
pose up or down five or so octaves, and has the same limita-
tions as the ALF transpose function. Other commands include
volume, speaker location (the system can perform in quad-
rophonic -- four-channel stereo -- by setting a bank of DIP
switches on the board prior to installation), percussion,
and subroutines.
Once again, even with the extra voices and the percussion,
the timbres, which seem to be pulse waves, are limited. There
is a section in the manual for extending the system’s capa-
bilities by programming it in BASIC or machine language,
but apparently you can not change the waveforms even in
these modes. You can play songs written for the ALF syn-
thesizer on this system although, obviously, the nine-voice
ALF song files don’t take full advantage of the Applied
hardware’s 12 voices-plus.
The manual is not as clear and well-organized as it could
be; information is difficult to find, owing to the lack of a table
of contents or an index. Few parts of the program are ex-
plained as thoroughly as they could be, and a few are not
explained even adequately. An attempt has been made to
make the software user-friendly, with organized menus and
instruction displays, but it is nevertheless far too easy to
16 Apple Orchard
crash. There is no error-message table in the manual, which is
annoying considering how many errors it is possible to make.
Other problems include the tuning, which is not accurate, and
the relatively slow pace at which the system loads, saves, and
accesses files.
Mountain Computer Music System
300 El Pueblo
Scotts Valley, CA 95066
(408) 438-6650
The Mountain Computer Music System ($395) is a digital
music synthesizer for the 48k Apple II computer. The pack-
age comes with two double-sided floppy disks, an operating
manual, a six-foot stereo audio cable, a light pen, and two
hardware boards, which plug into two consecutive slots in the
Apple. The system is intended for use by both the pro-
fessional and amateur musician, with or without computer
experience and, with perseverance, can be enjoyed by just
about anyone.
One disk contains the Music Player, Editor, and Merger on
one side, and song files on the back. The other has the Instru-
ment Definer and Player, with instrument files on the back.
Thanks to clear instructions in the manual, installation and
boot-up are easy.
The Music Editor, once loaded, allows you to enter pieces
of music and then edit them. Up to sixteen lines can be
transcribed, one at a time. Notes are entered with a cursor
that roams up and down on a Hi-Res graphic display of a
musical staff, either single or piano-style double. The lower
part of the screen displays a Main Commands Menu, from
which you choose rhythmic values for notes and rests (with
resolution up to 32nd notes, but no triplets), accidentals,
measure lines, and either a single-note or chord “mode”.
Other functions let you move the staff cursor to any point ina
line, or even scroll up or down to look at other parts, although
you ean only work on one line at a time.
Three submenus are accessible from the Main Command
Menu, including a signature commands menu, which offers a
variety of time signatures (odd ones not listed can be entered
via the keyboard), clefs (treble, bass, alto, tenor, or combina-
tion treble and bass), and key signatures (up to seven flats or
sharps). A note-modifier menu lets you insert accents and
other musical markings (including sforzandos and staccato
dots) on a single note or a group. A sound-control menu pre-
sents a selection of dynamics (ranging from ppp to fff),
speaker assignments, and eight standard Italian tempo
markings. If you don’t like any of the tempos given, met-
ronome markings can be entered via the keyboard.
A status line at the bottom of the screen displays informa-
tion on which part you are working in, the measure number,
octave, mode, and note duration, as well as various para-
meters that are referenced by asterisks under the staff. These
last include speaker location, instrument assignment, and
tempo. The screen can display only four octaves at a time,
although the system’s range is actually eight octaves, so a
number below the staff lets you know what octave you're
in.
There are several ways to enter information on the Music
Editor, allowing for quite a bit of flexibilty. Any command
can be entered from the keyboard, except for moving from
one menu to another. The light pen can select items from the
various menus, although it cannot position a note. With the
game paddles, you can position and plug in notes, and also
select items from the menus. Any combination of these can be
used, and as certain functions are more suited to one or
another, you can use each for whichever functions are most
comfortable and efficient for you. (For me, the keyboard
turned out to be the quickest, but it is pleasant to have the
other options.)
Once you have finished a composition, you can save it, and
then print it out in music notation on a Silentype printer. You
can print any part or measure of a piece, in either normal or
double size. The music is printed vertically on the paper in one
long strip, one line at a time. If you want to assemble a multi-
line “score”, get out your scissors and glue.
The Music Player lets you choose “instruments” for the
pieces you've entered, and then plays them for you. Pieces are
stored either as “composition” or “play” files. Composition
files are the songs you have created by using the Music
Editor. When you assign each of the parts of an instrument
from the instrument file, and save the lot, you have created a
“play” file. The instrument assignments can easily be chang-
ed as many times as you like, and you can also re-assign
speaker locations for each part.
The Music Merger is a very useful program that lets you
combine two composition files into one larger file. This allows
for playback of pieces that are too big for the Music Editor
(which, because it is manipulating so much information, has a
limited capacity) to handle in one chunk. Although you can
only combine two files at a stroke, you can merge the merged
files. At some point, you will reach the maximum allowable
size, which is not easily determined until you get to it.
The really fascinating part of this system is the Instrument
Definer, which allows you to create or modify instrumental
sounds, using up to eight pairs of oscillators. As you enter
each modification, a scale (or melody of your choosing) plays
through your speakers, so you can hear each change. This
makes the program useable by anyone, even if you don’t
understand precisely what its doing with oscillators and
waveforms. Features include the ability to create individual
waveforms for each oscillator by a method called “additive
synthesis”: you call up the first 24 harmonies of the wave and
assign them all relative volumes. If you like, the system will
then plot the resultant waveform for you on a graph dis-
play.
For each pair of oscillators, you can adjust the envelope
settings (it lets you specify 15 points in the envelope curve),
make dynamic pitch changes, and balance the volume with
the other oscillator pairs. Also,attack and decay times can be
globally adjusted for the entire instrument sound. Once an
instrument is created, you can save it and call it up at any
point. Since there are 16 oscillators in the hardware, quite a
range of sounds can be created -- from traditional instrument
sounds to weird or “electronic” sounds. In addition, the
manual provides two Applesoft programs for creating your
own waveforms, and encourages you to write your own pro-
grams.
The manual deserves special mention. Information is pre-
sented in a logical, understandable fashion, with numerous
graphic displays to confirm what is appearing on the screen.
Summaries and overviews are provided at useful junctures,
and the workings of each program are explained carefully
and thoroughly. The Music Editor has three chapters devoted
to it: a tutorial that walks you through it, a guide that serves
as a concise overview, and a reference that contains detailed
information on every function. The Music Merger and Player
get one chapter each, and the chapter on the Instrument
Definer contains both a tutorial and a reference.
The final chapter is huge, and explains general theory
behind musical sound and synthesis, the additive synthesis
process, and the rest of the hardware and software that make
up the system. It is comprehensive and well-written, provid-
ing a detailed explanation of all the basics, and is very useful
to read simply as a grounding in the mysteries of digital
sound synthesis. The exhaustive appendices contain a glos-
sary of musical terms, lists of keyboard commands for the
Music Editor and error messages, a page on storing and fil-
ing, a bibliography, lists of system specifications and fre-
quencies of musical notes, and an index.
Now for the drawbacks. The dozen or so preset instru-
ments are out of tune (if you're willing to do some machine-
language work it might be possible to do something about
this), although those created with the Instrument Definer
sound better. The other problem is that the system is very
slow. Going back and forth between main menu items, and
accessing and loading the necessary files takes lots of time,
and life can pass you by in the interim. Of course, a larger
micro would be of help, particularly since the system is so
extensive and flexible. Since it takes so much time accessing,
exiting, saving, etc., be prepared to entertain yourself while
waiting for things to get done.
The good things about the system, however, far outweigh
its disadvantages. One of these is its user-friendliness: the
software is most obliging in providing convenient, obvious
exits from one menu or submenu to the others, and it refuses
to allow you to screw things up; it will not accept commands
that are outside its limits or that are inappropriate. Error
messages are clear and non-threatening. It is not so complete
as to be usable without the manual, but since the manual is so
friendly itself, you don’t mind. Another positive aspect is that
the system is expandable — other software written for it,
including the alphaSyntauri and Soundchaser systems, allow
for the Mountain hardware to be played in real time using
a keyboard.
Overall, the Mountain system offers a tremendous amount
of flexibility, and it will certainly keep the hobbyist happy,
and busy, for a long time. This, combined with its value as a
composer's tool, its capabilities for modifying sound, and its
expansion possibilities, make it an extremely attractive in-
vestment for anyone interested in the possiblities of digital
sound synthesis.
Decillionix DX-1
Sunnyvale, CA 94086
(408) 732-7758
The Decillionix DX-1 ($239) is a digital sound-effects pro-
gram, intended for use by anyone with a hankering to play
around with real sound. The system comes with a circuit
board, an owner’s manual, and a floppy diskette. You supply
an Apple II with 48k of memory and Applesoft Basie, at least
one disk drive with DOS 3.3, plus a microphone and a speaker
or stereo system.
The microphone is connected to a miniature phone jack on
the board (an adapter is supplied for quarter-inch phone
plugs). You can also use a high-level signal, such as a syn-
thesizer or tape recorder, for input, and a switch on the board
December 1983 17
provides the proper sensitivity. The input level can be further
adjusted with an onboard potentiometer, and a filter switch
helps to minimize high-frequency distortion.
Essentially, the hardware consists of one analog-to-digital
converter and two digital-to-analog converters. These re-
spectively convert input signals into digital data and then
back into sound. And that’s it; all other functions are con-
trolled by the software.
The software comes with 22 preset sounds, stored in three
“Soundbases”. A soundbaseis a collection of sounds stored in
the computer memory, and when you boot the disk, the pro-
gram automatically loads Soundbase 1 for you. In this sound-
base are eight digitally-recorded drum sounds of excellent
quality. Soundbase 2 contains eight miscellaneous sounds,
including burps, finger snaps, and “boings”; while Sound-
base 3 contains electronic sounds, described in the manual
(rather accurately) as zap, sting, warble, spindown, spring,
and wow.
The software basically accomplishes two things: it lets you
record and play back sound, and it lets you sequence the
sounds in various ways. Ninety-six pages of Apple memory
are available to load a soundbase. The software allows you to
choose a “mode” for dividing up that memory into from one to
eight sections. The length of the sounds you want to record
will partially determine which mode you choose; longer
sounds need larger areas of memory. After you have selected
a mode, each section of memory is assigned a pair of keys.
When you press “R”, pressing the left-hand key of the pair
turns on the record function. The right-hand key can be used
to hear what you’ve recorded. Pressing “R” again turns both
keys into playback.
The sound volume that will trigger the computer to record
is adjustable, which is useful in eliminating low-level noise
that otherwise might get recorded. When the memory is full,
the computer stops recording, and beeps at you through the
Apple speaker. Before you start you can adjust the “record
rate,” which changes the sampling rate of the system. For the
same amount of memory, a slow sampling rate allows for the
recording of long sounds, while a faster rate means that
sounds must be shorter, but are recorded with better fidelity.
A“freerun” function allows you to monitor the sound as it
passes through the circuitry without actually recording it.
The play rate is also adjustable, which changes the pitch, as is
the volume. You can also play the sounds backwards.
When you have completely loaded the memory, you have
created your very own soundbase. You can then save it on
another disk, onto which you have previously copied the pro-
gram. Each disk has room for three.
Then there is the Autosequencer, which lets you sequence
sounds and adjust the playback parameters of pitch, volume,
and direction. You can enter information for up to 32 sound
“events” in four groups of eight. A fifth group lets you
sequence the other four. For each of the sounds in each group,
you plug in numeric values for the address in memory of the
sound you want, how much of the sound you want (you can
choose all or part of it, starting at the beginning or anywhere
else), and the duration, pitch, volume, and direction. A table
in the back of the manual provides the address locations for
each sound in each mode. Sequences you have created can be
saved on disk, and reloaded to be used with any sound-
base.
18 Apple Orchard
Also available are various preset sound patterns. One
menu selection calls up eight routines which sequence and
process sound in various ways. For instance, “cycle sounds”
takes each sound in the soundbase, and repeats it five times,
increasing its pitch each time. “Random” (fast or slow)
chooses sounds at random and assigns them random pitches.
Then there is a selection of preset musical rhythms, like Samba,
Shuffle, or Country. Again, you can assign different values
for pitch, tempo, and volume, or listen to the sounds back-
wards. These patterns were designed for the “drum-set”
soundbase that comes with the package, but they are just as
effective with burps, whistles, and boings.
The DX-1 is a charm to use. The manual is clear and con-
cise, offering both detailed explanations and thoughtful over-
views, along with lots of charts to go along with what you are
seeing on the screen display. It is pretty difficult to serew
things up, and in spots where you might be able to crash the
system, information is provided on how, why, and what you
can do about it. In fact, it actually invites you do try out some
system crashes, to take the fear out of it. The software is very
user-friendly, with clearly organized menus and submenus,
and entering information and loading and saving programs is
quick and easy.
Its main limitation is that the sound quality of all but short
sounds is not very good; aliasing effects tend to creep in when
you record long sounds. Recording sound information gob-
bles up huge numbers of bytes, and so lots of high-fidelity
storage is just not possible within the memory of an Apple.
Also, because the system records samples that are only eight
bits in length, the resulting signal-to-noise ratio is 48° dB,
about equivalent to a cheap cassette recorder. Another pro-
blem is that the microphone input is unbalanced—again, like
a cheap cassette recorder. This allows annoying amounts of
electrical noise (like the Apple’s clock) to get into record-
ings.
These drawbacks aside, the DX-1 is great fun for anyone,
professional or otherwise, interested in playing with digital
sound processing at home. For $79, the company will sell you
four more disks (12 soundbases) of interesting, well-record-
ed sounds.
A fascinating, although minimally documented, program
available from Decillionix is called “Echo” (one disk and a
paddle-like “feedback” control, $149). This program takes
sound from the DX-1’s input and loops it back to you, while
allowing you to process it along the way. There are 49 dif-
ferent routines built into the software, selectable from the
keyboard, ranging from straight repeat to complex triple-
loop pitch-changing space echoes. The manual tells you
briefly which keys do what, but after that pretty much leaves
you on your own to explore. Parameters within the routines
can be adjusted by the feedback control and a joystick or pair
of game paddles.
A quick-reference chart provides a concise summary of
possibilities, but it helps a lot if you are at least acquainted
with the basics of digital sound processing. But even without
such knowledge, if you are willing to explore and use your
ears, you can have quite a good time with this, although the
same limitations on sound quality mentioned above apply.
Julie White is a musician and journalist in the Boston area
who is just beginning to explore the wonderful world of
micros. @
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Cirele HelpCard No. 59
“T Wish I Had More Time...”
for Home Music Synthesizers
hey love it and they wish they
had more time to play with it.
That’s the common theme run-
ning through the talk of a diverse sam-
ple of home users of the Apple-driven
music synthesizers made by Syntauri
Corportation (alphaSyntauri) and Pass-
port Designs (Soundchaser).
I recently talked with six amateur
musicians and a retired professional
about their reactions to digital syn-
thesized music. The group ranged from
a podiatrist in Tucson, Arizona, to a
computer profesional in Chicago to a
college maintenance man in the San Fer-
nando Valley of Southern California. I
also interviewed a former globe-trotting
symphony conductor in Westport, Con-
necticut, a piano teacher in Odessa, Tex-
as, an educational sales specialist in
Cincinnati, Ohio, and a technical editor
in Peterborough, New Hampshire.
Nancy Norman, 31, is a computer pro-
fessional, working for a railroad in Chi-
cago. She has played the piano since age
7. She chose an alphaSyntauri, she says,
“because of my computer background.
The notion of combining music and my
computer interest fascinated me.”
After using it only 3-4 hours per week
for 18 months she says, “It’s working
out real well. The more time I spend on it
the more time I want to spend on it.”
Nancy praises the alphaSyntauri for help-
ing her discover new musical abilities.
“T started out just playing songs and
recording them. Then I did some orches-
tration, deciding which instruments
sounded best with what kind of song.
Now I have evolved to my own com-
positions, something I never knew I was
able to do.
“The synthesizer helped me to dis-
cover that. I never went to music school
and I never knew anything about orches-
20 Apple Orchard
by Dennis Briskin
tration or arranging songs or compos-
ing. By just playing around with it I was
able to discover some abilities. It’s been
areal pleasant surprise.”
Nancy also credits the synthesizer
with helping her improve her keyboard
skills. “I have been motivated to spend
more time on my music,” she says.
“Before I got the synthesizer I would
have labeled myself a ‘has been’ piano
player because I stopped taking lessons
8 years ago. I lost a lot of technique. Any
time I sat down at a piano it was very
frustrating.
“The computer really picks up a lot of
the slack. It makes music making more
of a creative skill that doesn’t need the
manual ability of your fingers. For ex-
ample, on the alphaSyntauri I can play
something relatively slow and as long as
Iplay it timed accurately I can have the
computer speed it up to the tempo I want.
It can play something much faster than
my fingers are capable of doing.”
What kind of music does she play?
“That's a real hard question,” she says.
“The stuff I am composing might be
labeled ‘Romantic Synthesizer.’ It’s sort
of easy listening stuff. It seems to fit a
wide variety of musical tastes. It could
also be called adult contemporary.”
Although she has done well with the
synthesizer, she says it should be easier
for non-musicians to use.
“You have to have a keyboard back-
ground to use it effectively. Someone
without a keyboard background could
use it only if they have a lot of time and
are very patient and read up a lot. Or if
they have someone guiding them
through it. It could be improved if it had
software written for non-musical types.
“Treally do wish I were able to spend
more time with it,” she says.
Kay Mains, 34, is a homemaker and
piano teacher in Odessa, Texas. She
uses both the alphaSyntauri and a reg-
ular piano to teach a range of musical
skills to children.
“My kids write songs from their first
lesson,” she says. “They are very primi-
tive songs, but I have a little five-year-
old who is beginning to be creative with
it. They pick out what instrument they
want to work with and they begin writ-
ing their songs. We record it on the com-
puter and play it back on different
instruments. They can hear what their
song sounds like on strings or an organ
or a trumpet. And they get to watch the
notes on the sereen, too. So they hear it
and they see it.
“T have always felt there is more to
music than reading notes off a sheet of
paper,” she says, explaining why she
uses a synthesizer for music instruction.
“To be a complete musician you have to
be able to do acertain amount of playing
by ear, as well as composition, to be
creative on the instrument. You really
can’t do that well on a piano. To be able
to doon the piano what I doonthealpha-
Syntauri would take probably twice as
long. I don’t have much time with my
kids.”
Kay also uses the Syntauri to help her
students learn about chord changes.
“With the alphaSyntauri I program in
melodies and then the students start
hearing these chord changes come up,
listen to the melody, and start anticipat-
ing the chord changes. All they have to
concentrate on is the chords. That has
been phenomenal in giving them the feel
for the chords.”
Incontrast to her current enthusiasm,
Kay was computer resistant until she
saw a demonstration of the alphaSyn-
tauri in a computer store in Midland,
Texas.
“My husband was wanting an Apple
but I didn’t think a computer would be
necessary to have around the house.
Then I saw a demonstration and I said,
‘That’s what I want. I want to get it and
learn how to use it for my own enjoy-
ment. I want to teach kids, too.’ ”
Inthe year since she boughtit, she has
particularly enjoyed using the syn-
thesizer for arranging.
“Tlike to sit there, get a piece of music,
and start working with the instruments
and combining them and get my own
arrangement of it as I want to hear it.
That's what I really enjoy about it. I
could never play strings and trumpets
and bells, but on the alphaSyntauri I
ean. I’ve always thought the marimba
was one of the most beautiful instru-
ments. On this I can have a marimba. I
just enjoy having that creativity.”
Like Nancy Norman, he uses the tem-
po control feature to record a song
slowly and play it back at normal speed.
“T can play things that are beyond my
technical capabilities. I can key in note
by note in half the time. I’ve been play-
ing a lot of Baroque stuff, like some of
the Bach fugues. If I can’t handle three
or four parts, I can key in a couple of the
parts and try to keep up just playing one
part. So I make musie with myself.”
Although he averages less than an
hour per night, he wants to spend a cou-
ple of hours per session. “It’s easy to get
wrapped up in it. I've only had it two
months,” he says, “‘so I really haven’t
explored everything I can do with it
yet.”
He also describes his Soundchaser as
well documented and easy to use. Dr.
Nyberg’s musical training as a child
consisted of six years of piano lessons
beginning at age 8.
“I try to play the keyboard repertoire,
Bach and Beethoven, things that I
couldn't play when I quit taking piano
lessons 30 years ago.”
His enjoyment aside, he says the syn-
thesizer has little effect on his creativity.
“Thaven’t had it long enough to do all it
can do. When I get some time I want to
play around with it. All those possibi-
lities are built into the thing. I’ve always
liked harpsichord music and I could
never afford one. And I don’t have the
time to build one. It’s let me have a
variety of keyboard instruments that I
couldn’t have otherwise. It’s just a ques-
tion of getting around to playing with
the thing.”
Robert Nyberg, 34, is a podiatrist in
Tucson, Arizona. He bought a syn-
thesizer for an unusual reason: the
weather.
“The problem with keyboards in the
Southwest is you get such a range of
humidities and temperatures that I felt I
would be tuning a piano once a month.
Plus, when I heard what the Soundchas-
er could doI was really impressed. It lets
me own a harpsichord as well as a piano,
as well as fooling around with other
sounds.”
While Bob likes the synthesizer’s
broad range of sounds, it does have its
limits. “Nothing is as good as an instru-
ment,” he says. “It’s not an instrument.
Ifyou want a piano, buy a Steinway. But
for what I do, I’m satisfied.
Ray Biernat, 36, lives in North Holly-
wood, California, and does maintenance
work for a college. He likes his Sound-
chaser primarily for its ability to mani-
pulate sounds.
“T can mix some avant garde sounds
or sound effects and create a whole new
effect,” he says. “I enjoy that. It’s not
something that’s hard to do, either. With
just the press of a button you can change
the whole thing around.”
Unlike the others, he did not study
piano as a child, but derived his musical
knowledge through the guitar. ‘““What-
ever I learned on guitar, I just applied it
to the keyboard. I guess I have some
natural ability as a musician,” he says.
His musical taste runs to popular and
jazz. “‘There’s a good and bad in every-
thing. I like a little of everyone. All dif-
ferent types.”
“That's one of the reasons I wanted to
get the Soundchaser. You can write
music on there. It can be edited and
transcribed. It can be saved, recreated,
put on multiple track recordings. These
kinds of features all grabbed me.”
Having bought the equipment only
two months ago, he says he has played it
only periodically and is still learning to
use all the different features. He thinks
the synthesizer is “defintely” helping
him become a better musician and en-
hancing his creativity.
“You can play things on it that you
couldn’t play if you don’t have the chops.
You can change the tempo. You can
change the instrumentation, like if
you're doing multitrack recording.
Every time you play you're layering the
sound. What if you don’t like the way the
total arrangement sounds? Maybe you
think the lead line should be played by
an organ sound. With Soundchaser you
change the instrumentation. Every in-
strument can play the different parts of
the melody or the different parts of the
harmony. I find that very interesting.”
“T like all this technology and the
things it allows a person to do.”
William Strickland, 69, is a retired
orchestra conductor living in Westport,
Connecticut.
“After 44 orchestras in 26 different
countries I decided to quit,” he says. He
describes himself as a wandering mis-
sionary for contemporary American
music.
“One day I woke up and decided to
quit it all. I spent 21 years in hotels and
on trains and planes and boats. Now I've
bought a house in Westport, and noth-
ing can get me out of it.”
Of his Passport system, which he has
had only 2 months, he says, “This new
Turbotrack system is unlike anything
else I have ever seen. It’s absolutely
remarkable. The quality of the sound is
the finest I’ve heard.”
He is tight-lipped about his use of the
synthesizer. “I’m trying to recreate
some (classical) pieces of music that I
think need electric sounds to back them
up. I’d rather not tell you what they are
because that’s a competitive field.”
As to what he likes best about digital
synthesis, he says, “That’s a hard ques-
tion because digital does one thing and
analog does another. They both are
valuable. Digital is tremendous because
of its complete accuracy. The analog
isn’t quite that good because is has
oscillators.
“Digital is a pair of steps going up and
analog is aramp. The digital is very pre-
cise and very exacting. The analog can
drift all over the place. That was one of
the disadvantages of it.”
He also composes on his synthesizer.
He has worked with synthesizers for the
past ten years. “I started with a mini-
Moog and moved up the scale. It’s de-
veloped so fast.”
Of digital synthesizers he says flatly,
“They have absolutely infinite possibil-
ities.”
Deac Manross, 33, is an educational
sales specialist with Apple Computer,
Inc. in Cincinnati, Ohio.
December 1983 21
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Cirele HelpCard No. 6
22 Apple Orehard
He bought a synthesizer because he
already has a piano. We're somewhat of
a musical family. I’ve always been in-
terested in music. My mother was a
music teacher. I play guitar. The kids
take piano lessons.”
“The first time I heard of the alpha-
Syntauri was back in ’79 at the National
Computer Conference in New York City.
It blew me away and I said to myself,
‘Some day I’m going to have one of
those’, because of the features and the
capability.
“Unfortunately, as fast-paced and
busy as my job is I don’t have the time to
spend with it. I end up using it more for
business than for personal pleasure.
“It’s a real show stopper. When I do
an educational presentation I usually
take it along with me. It’s one of the
more humanizing uses of personal com-
puters.”
When he first got his alphaSyntauri
he spent a lot of time on it. Over the last 9
months he estimates he’s used it for him-
self 15-20 hours.
“It’s not for not wanting to,” he says.
“T still have all these grand schemes and
designs. One of the reasons I got it is I
have always been taken by the idea of
doing multi-tracking and then putting
compositions together. I love the idea of
being able to be a one-man symphony.
Deep inside I think when I have some
time I'll sit down and do that.”
Organ or synthesizer? Which does he
prefer? “Different things for different
times,” he says. “I like them both. I would
take the alphaSyntauri over any organ
on the market.”
How about a piano versus the alpha-
Syntauri? “I like the piano an awful lot,”
he laughs. “It’s a different kind of sound
and a different kind of thing you can do
on it.”
While he praises the alphaSyntauri,
Manross says it’s difficult for the first-
time user. “I think they are overwhelm-
ed,” he says. “The manual, good as it is,
is still geared toward the person who
has been through years of college and
has a basic intellectual curiosity, as
opposed to the person who just wants to
turn it on and have it play something.
They need to bridge that gap between
what the alphaSyntauri is today and
what that first-time person is using.”
Manross would also like to see other
improvements. “The touch of the key-
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Cirele HelpCard No. 49
board. It would be nice to get the ex-
pressivity you have on a regular com-
mercial organ. Or an easier volume con-
trol. Itseems like everythingis played at
the same volume level. It’s kind of one-
dimensional.”
“But beyond that I’m thrilled to death
with it. I just wish I had more time.”
Gregg Williams, 29, is a senior techni-
eal editor at Byte Magazine in Peter-
borough, New Hampshire.
He bought his alphaSyntauri 18 months
ago on special at an Applefest. “I always
wanted one, but when I saw that dis-
count of one-third off staring me in the
face I just stopped dead in my tracks. I
couldn’t take my eyes off it. But I waited
until the end of the day. I did all the work
Thad to do for the magazine and then I
came back and wrote out a check for
over $1,000 without blinking any eye.
And I’ve never regretted it.”
Like William Strickland, Gregg prais-
es the digital synthesizer for its accura-
cy. “Anything that is digital has infor-
ation that can be stored on a disk,” he
says. “Digital makes a recording more
repeatable.”
He also likes the alphaSyntauri’s
variety. “I decided this would give me a
far more versatile instrument than a
piano. This can be an organ, a piano, a
flute, plus some weird sound you never
heard of.”
He also went for the portability. “I
live in an apartment. A piano would
have been a major investment and a
major task to move around. I can pick up
the alphaSyntauri keyboard with one
hand and tuck it under my arm.”
“T want to build keyboard skills,” he
adds. “I'd like to be able to sit down and
play asimple melody with my right hand
and the correct chords with my left
hand. That’s my minimum goal. I’d like
more than that. I’d certainly like to play
jazz, especially boogie-woogie piano.
That’s my secret desire.”
He adds that a synthesizer won’t help
him learn keyboard skills better than a
piano. “When I am teaching myself
basic skills, I’ll just configure the syn-
thesizer to be an ordinary keyboard.”
He finds an important difference in
the keyboard feel between the alpha-
Syntauri and an ordinary piano. “A piano
has what you would call ‘force sensing.’
The harder you hit a key the louder it
sounds. The alphaSyntauri tries to dup-
licate that with what's called ‘velocity
sensing.’ The faster you hit a key the
louder it sounds. But they are not identi-
cal, so you lose something.”
“There is a difference between play-
ing the piano and playing the syn-
thesizer. If you are getting into the fine
points of a piece and playing for expres-
siveness, it’s possible on a piano to play
anumber of notes very quickly and very
lightly. On the synthesizer you can’t
because if you play them quickly that
also makes them loud.” Still, he would
not change his synthesizer. "I am more
than satisfied with it as it is. I could
spend years just playing around with
the sounds (although) I’m more interest-
ed in playing something than playing
with it. Gregg is the only user, but he
loves to show it off. “When I have a party
I demonstrate it to people. I’m always
delighted to have a chance to show the
alphaSyntauri to people who know how
to play the piano. They play me a little
something and I save it as a recording.
It’s really nice to take someone with real
talent and sit him down at the alphaSyn-
tauri and say, ‘Look, you can do this.’ ”
The time he spends with his synthesizer
fits the pattern of the others I talked
with. “Alas, not as much as I would like,”
he says. “It sometimes goes without use
for weeks on end, which is a shame be-
cause I really like it. I just don’t have
time for it.”
Dennis Briskin is a freelance writer in Palo
Alto, California. He has a Master of Arts
degree in Journalism from the University
of Missouri and has written for numerous
computer magazines. e
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Circle HelpCard No. 65
December 1988 23
Seven Steps to Buying
Your Music System
by Tony Dirkson
wo types of people buy computer-based syn-
thesizers: computerphiles looking for the ultimate
peripheral, and musicians looking for the ultimate
sound. Let’s start with a few words of reassurance for
each.
First, for musicians. Buying a computer-based synthesizer
is a lot easier than you may have ever imagined. Choosing the
right system isn’t much different than deciding between a
Steinway and a Baldwin, or between a Martin and a Guild.
And you don’t have to go to a pin-striped computer store to
test out music systems, since more and more music stores are
featuring Apple-based keyboards in their synthesizer
rooms.
Next, a few comforting words for computerphiles. Today’s
synthesizers are all pretty solid products, so you can’t really
go wrong, even if you don’t yet know a lot about music. Each
system offers its own price and performance features, giving
you some basis for making an intelligent decision.
No matter which language you speak, computerese or
musicianese, you can select your system among like souls
who can show, sell, and support your synthesizer.
If you've read this far, you’re probably interested. What to
do next? Well, I've got your next three months all mapped
out...
STEP 1, Explore what’s available. Guess what? You've al-
ready started. This issue of Apple Orchard has been de-
signed to answer most of your questions about Apple-based
music synthesizers.
But you may want to explore a little farther before visiting
any stores. You have several options: write to manufacturers
for product information; check out old copies of Keyboard
magazine for views and reviews of different systems; find out
from the grapevine what other musicians are using, and what
they like and dislike about their systems.
STEP 2. Find a dealer. A few phone calls to local computer
dealers or music shops should suffice. Or you can contact a
manufacturer to find outlets in your area.
Two years ago, finding a dealer might have represented a.
mighty task. But computer-based synthesizers have found
24 Apple Orchard
their way into many new stores recently. Music stores, in
particular, have discovered that these systems can offer real
value for their customers. As Alan Levin, manager of Chuck
Levin’s Music Center in Wheaton, Maryland, notes: “Some
musicians and dealers are still seared to death of these things.
When I took them on, everyb
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