Looking for Voice Over Talents

From time to time, we get projects that require a certain talent, such as recording a voice over. We’re working on building a database of Voice Over talents in the following areas:

- English Male Voice: American and British accents.

- Arabic Female Voice: Traditional Arabic - must be good in grammar.

You will most likely be reading scripts for corporate videos, commercials, and possibly do some character acting. If you have the experience in these things, and preferably have a demo of your work, drop us an email at info@mellostudio.com.

Mello Studio Collaborates with Muharraqi Studios

As the new year starts to progress, we are starting it with many new and exciting projects. The first project I’m working on is with Muharraqi Studios. This is actually our second collaboration, and I am thrilled to work with them again. We have recently signed an agreement to compose and record an original music soundtrack for a 3D Animation video project.

New Online Presence

Mello Studio launched a newly designed website today. The new dynamic website, built on the popular wordpress blogging technology and customized to fit the studio’s look, comes as a part of Mello Studio’s marketing plan for 2007.

“Over 50% of our business derives from our website, and connecting with other companies, composers, and musicians has never been easier” Managing Director of Mello Studio Hashim Al Alawi said yesterday.

Some of the features of the new website is the ability to remotely connect to any studio around the globe and work simultaneously on the same project, as well as moving files back and forth between the studios at ease. “File transfer protocols will be used in conjunction with ISDN to allow our clients to schedule sessions with recording studios in the region or around the world”, said Mr. Al Alawi.

For more information on the studio’s services, or to contact the studio, visit http://www.mellostudio.com or email at info@mellostudio.com

Copyrights, Trademarks, and Publication

Now you have a cool studio and you’ve come up with a great band name and recorded a bunch of songs you consider brilliant. Are you losing sleep worrying about people “stealing” your music or your band name? Do you need to have a label to release music?

Copyrights

Current copyright law says that you own the rights to a work when you create it. Thus if the rights to use your work ever comes into question, you just have to be able to prove in a court of law that you created your stuff (first). What copyright registration does for you is give you the ability to present concrete evidence in a court. As a friend of mine said “someone came up with a scam to make money `selling’ copyrights”. But, if your work means something, get it registered. It’s very easy and it’s only $30. You can get the forms and more information from the Copyright Office at the Library of Congress.

Trademarks

Contrary to popular belief, you can’t copyright names. You can register a trademark, or more appropriately a service mark, for them. But the service mark rights, like copyrights, by default belongs to the first person who uses it in practice. As does the right to register to it. Registering a service mark is kinda expensive. But you can get the forms, and more information, from the U.S. Patent and Trademark Office.

Publication

ASCAP, BMI, etc., are performing rights organisations. They collect royalties for music performed that is written by you. The BMI and ASCAP pages have a lot of relevant information on this topic, much more than what I have here. Check it out!

Labels

Generally, if you’re the only artist being distributed, there is no need to have a label. However, there are some advantages to going the label route, and certainly some advantages to treating the whole thing as a business, in terms of tax breaks and the like. This is a route I’ve chosen not to pursue for a variety of reasons, primary one being that it doesn’t do anything for me. However, see the Going Legal section in the Simple Minds Guide to putting out records, and the articles section in IndieCentre for more information.

Building a Home Studio

Want to record music in your bedroom/bathroom/basement? Then you need to build a small studio that’ll let you do this. What you want is going to be a function of (i) how much you can afford, (ii) what you want to do with your music, and (iii) the quality/flexibility of recording.

What to use to make music

The following list is an example of what a small home studio could/should have. There were several choices I had to make when I bought this stuff and I discuss why I made the choices I did. My equipment list contains detailed information on what I actually own.

Microphone: I tried out the Shure mics, but I found the Electrovoice N/D 357 to produce a greatly superior sound. It is a great stage mic and makes for a decent recording mic.

Guitars: You don’t need to have guitars, but that’s usually a given in a band these days. I started off witha fairly cheap guitar (an Epiphone Explorer) and graduated to a Steinberger Spirit. I use both the guitars for recording still: the Explorer is great for rhythm and has a lot of crunch, whereas the Spirit is good for playing lead.

Effects processor(s): I tried the boss pedals, etc., but I found going in for a multi-effects unit, something like the Digitech RP-10, a lot more reasonable. If you’re going to buy 3-4 effects, you’re better off getting a unit like this one. Keep in mind that most of this is studio stuff, and the RP-10 might not be the best thing for playing live. I’ve found it works okay for me—I can program in my 5 favourite effects so I use the foot switches for those, and then I can generally switch to one other effect that is not in those 5, but one which I use invariably throughout the songs (i.e., my songs have one or two major effects, and I use footswitches 1-5 for small changes). I use the RP-10 for voice processing also, and as an analog synthesiser.

Rhythm: Since you’re doing it yourself, you need to decide what to do for the rhythm section. You could get a bass guitar, a drum machine, a really cheap keyboard, or you could get a decent keyboard where you can program all of these. In the section on using computers, I discuss how you can use a computer for your rhythm section, which is what I use primarily. I got the Yamaha PSR-510 for about $480, which I didn’t use for more than a couple of songs. Someone suggested getting a professional keyboard on the newsgroup rec.music.makers and you might be better off doing this. I think a keyboard like the one I have will always be useful as a controller when combined with a computer-based sequencer. The biggest feature in this keyboard is the custom accompaniment feature, which is completely programmable. That is, I can program my one drum beat, fills, bass line, and other things and use it just like any other accompaniment. If you hear some of my songs, you’ll find it hard to believe the drums are from a keyboard (or at least some people do)—I never realised you could make so much noise with it! The bad thing about the keyboard is the crappy samples.

The following factors helped me decide whether I should get a professional (and expensive) keyboard or a consumer keyboard with a lot of features: (i) access to computers that can do some of a stuff a synth can do, (ii) desire to record music with a live band ultimately (or by playing the actual instruments), and (iii) the use of the keyboard (in my case, I wasn’t into making serious electronic noise with it, but I just wanted something that I could eventually use as a controller).

What to use for recording the music

I think computers are the best way to record music these days.

4-tracks: There are many 4-tracks you can buy new for around $300. To me, the best ones seem to be the Tascam Porta07 and Yamaha MT120. When I tried them both, I found the MT120 to be superior, but I forget why I say this now. I think the MT120 has 2 speeds, and you can record 4 tracks at once. Plus there are individual eqs for each channel, if I recall right. I’d advise you to try both out if you want something to use as a song writing tool. I also advise you to avoid the Fostex models, because when I tried them out they had a lot of noise and hissing.

For those who can afford something more expensive: I bought a Tascam 464 for the following features: auto punch in (which I need since I work alone—none of the lower end models, the porta 07, Tascam 424, etc. have this) and two (high) tape speed recording. I do think the auto punch-in is important if you’re one of those people who make mistakes invariably when playing. So if you want to fix them, this is the way to do it. The auto punch-in feature is also good for recording step by step (verse by verse, say). I bought the 464 for $640. I find it to be exceptional in performance, especially combined with a DAT and computer sequencer.

8 tracks: I considered getting the Yamaha MT-8X (it’s an 8-track recorder that records on a cassette tape), but I found the Tascam offered pretty much the same features except for the number of tracks. Since I use a sequencer and a DAT for bouncing, I decided not to go for an 8-track. I was concerned about fidelity issues that comes with having narrower space on the tape to fit all the tracks. I also have access to a computer that can record up to 32 tracks digitally but I use it only when what I am playing is really complicated so I can do digital editing.

Digital/hardisk recording: There are many hard disk recorders around, but I feel they are too expensive. I personally thought that the DigiDesign machine worked rather well, but again, price is an issue. Harddisk recording using a PC is possible, but you need a disk with a fast access time and lots of space (about 10 meg for a minute of stereo recorded at 48 kHz). However, if you’re using a MIDI sequencer, you can save on a lot of space. See the section on using computers.

Monitors: I recommend you invest in a pair of excellent headphones (spend a 100 bucks—I use the JVC digital ready headphones HA-D810) instead of investing in a cheap monitor (I personally find it easier to try to get some depth in the sound using phones than speakers). Then play the tapes on your regular cassette after mixdown to make sure it’s okay (this is a general rule—try your mixdown tape on as many machines as possible).

Mixdown sources: I use a Sony TCD-D7 portable DAT and the DAT drive on my computer for recording the final mixes, and a Technics tape deck with HX Pro for dubbing copies straight from DAT.

Recording Media: I use Maxell XL II 60 minute tapes for recording from source. In general, high-bias 60 minute tapes come recommended.

Using Computers to make and record music

Computers (different kinds) can be used at various stages of your recording. At the extreme, you can use a computer to do digital hard disk recording, editing, and adding effects. I normally record the final mix on my workstation and “normalise it” so all the songs have the same volume. This way, I can also put it up my songs on the Internet. I also use the DAT drive on my workstation for copying songs directly to harddisk.

You can use a Personal Computer for sequencing with a soundcard (see my equipment list for more details). I happened to use a Gravis Ultrasound MAX with the following configuration to record most of Traversing a Twisted Path, my first album: 486 DX2 80, 8 MB RAM, and a 840 MB harddrive. I initially used a 2 x 1 GHz dual-processor Pentium III machine with 1 GB of RAM and 120 GB of hard disk space to the do the same for my second album Twisting in the Wind. I now use the latest dual-core Opteron technology for making music (4 GB+ of RAM, 1 TB of HD space, latest dual core 64-bit Opteron CPUs). Plenty of software comes with the soundcard that you can use for sequencing. In my view, instead of going for an expensive synth/sampler combination, a PC is the thing to go for since you can sample any instrument and use it in your sequencer. Expect to spend anywhere between $1000-$2000 for the whole set up. If you already have a PC, a soundcard might cost you anywhere from $200-$1000.

I am not being specific here since computer technology changes so rapidly. Here are a few tips to keep in mind when purchasing a computer to record music:

  • Buy a computer with a large disk.
  • RAM is more important than CPU for most processing.
  • Make sure the software you like is supported by the hardware you buy (especially with regards to soundcards).
  • Buy a quality sound card if you can afford it.

What is Audio Mastering?

Mastering, a form of audio post-production, is the process of preparing and transferring recorded audio from a source containing the final mix to a data storage device (the master); the source from which all copies will be produced (via methods such as pressing, duplication or replication). Today, the format of choice is digital masters. Analog masters such as audio tapes are still in use today, although, it looks like the industry is slowly phasing this medium out.

The source material is processed using equalization, compression, limiting, noise reduction and other processes. The source material is subsequently rendered to the master medium such as CD or DVD. The “mastered” source material is also put in the proper order at this stage. This is commonly called “the assembly or track sequencing”. More tasks such as editing, pre-gapping, leveling, fading in and out, noise reduction and other signal restoration and enhancement processes can be applied as part of the mastering stage.

The specific medium varies, depending on the intended release format of the final product. For digital audio releases, there is more than one possible master medium, chosen based on replication factory requirements and/or record label security concerns.

A mastering engineer may be required to take other steps, such as the creation of a PMCD (Pre Mastered Compact Disc), where this cohesive material needs to be transferred to a master disc for mass replication. A good architecture of the PMCD is crucial for a successful transfer to a glass master that will generate stampers for reproduction.

The process of audio mastering varies depending on the specific needs of the audio to be processed. Steps of the process typically include but are not limited to:

  • Transferring the recorded audio tracks into the Digital Audio Workstation (DAW) (optional).
  • Sequence the separate songs or tracks (The spaces in between) as it will appear on the final product (for example, an Audio CD).
  • Process or (sweeten) audio to maximize the sound quality for its particular medium.
  • Transfer the audio to the final master format (i.e., Red Book compatible audio CD or a CD-Rom data, 1/2″ reel tape, PCM 1630 U-matic tape, etc.).

Examples of possible actions taken during mastering:

  • Edit minor flaws.
  • Apply noise reduction to eliminate hum and hiss.
  • Adjust stereo “width”.
  • Add ambience.
  • Equalize audio between tracks.
  • Adjust volumes.
  • Dynamic expansion.
  • Dynamic compression.
  • Peak limit the tracks.

The guidelines above are mainly descriptive of the mastering process and not considered specific instructions that may or may not be applied in a given situation. Mastering engineers need to examine the types of input media, the expectations of the source producer or recipient, the limitations of the end medium and process the subject accordingly. General rules of thumb can rarely be applied.

Preparing Your Home Project for the Studio

Since the development of inexpensive recording systems such as ADAT, DA88 and computer based recorders, there has been an explosion of home recording as a valuable addition to the recording industry. Despite the technical disadvantages of home recording, both from an acoustic and electronic standpoint, home recording can be a very rewarding and effective solution to the creative and budgetary problems in record production. If the technical problems can be overcome, home recording can “take the pressure off” of the creative process. At the same time, having all of the necessary tools at your disposal, as in a well equipped professional studio, can make the recording process both easier and quicker. These are trade-offs we all need to make.

Every day we hear stories about hit records made in home studios. Unfortunately, we also often see projects, which were begun in home studios with the idea of finishing them at a professional studio, that had one or more fatal flaws. Some of the biggest problems revolve around clocking and/or sync issues. What sort of format is your data stored in? Does your recording system have an easily accessible method for transferring audio? Can your recorder synchronize with an exterior system? Sometimes answering these questions may mean sitting down with your engineer and making detailed plans.

Maximizing Your Studio Time

Preparing instruments

If there was ever a time for your instruments to be in top condition, this is definitely it. Whether its new strings and perfectly adjusted intonation, or new drum heads and working stands, or even just cables that work, everything you can do to smooth out the process will save you money.

Rehearsal

Sometimes artists overlook potential difficulties and thorough rehearsals may be the best way avoid that particular problem

Click tracks

Click tracks or metronomes can be very helpful in the recording process. Not only can they help the artist to record with steadier tempos, but these days, with the advent of computer based solutions for recording, using a metronome can assist the artist in making greater use of many modern techniques such as “cut and paste” editing.

Format selection

The selection of basic recording medium can greatly effect the process. For instance, recording on a tape based system can be very different from a hard disk based system. Different methods of storage, editing, archiving and back-up apply to each system and can present both financial and operational advantages.

Studio trade offs (cost vs. efficiency)

Often in the recording process, the artist is forced to decide between “getting it right” and affording the cost of the recording. For some processes, such as mixing, expensive tools can actually save you money by allowing you to work faster with better results. If you are looking for a big, ambient drum sound, recording drums in a small room makes it that much harder.

Planning for end use of project

Even before you record your first note, its very helpful to decide what your final product should be: a CD for release, a demo, MP3 files for Internet distribution. Knowing the answer to this question can save you a lot of money and time.

Recording Basics

Tracking

Every recording project has to begin somewhere. This is the time to set up the whole band, parts of the band, a large MIDI rig, an orchestra, or just a single musician with a single instrument. Sometimes called “basic tracks” or “rhythm tracks”, it is this foundation on which the entire recording will be based.

Overdubs

After the initial tracking is complete, other musical “parts” may be needed. Usually these will include vocals, both main and backing parts, instrumental solos, or other more time consuming performances. Typically, these recordings are the finishing touches of the complete musical performance.

Mixing

After the recording is complete, all of the elements must be blended or “mixed” into a final stereo or other multichannel form. At this point, most of the special effects are applied and relative volumes and equalization are set.

Mastering

Mastering is a blanket name applied to the various processes used to prepare the final mixed product for manufacturing. These processes include sequencing and editing of songs into their final form, equalization and level adjustments for each song in order to even out large differences between various mixes, and preparation of mechanical parts necessary for delivering the entire product.

MIDI (Musical Instrument Digital Interface)

Part of the lure of electronic music is the ability for one musician to perform highly complex compositions, or for the composer to hear his music without the need for performers at all. Splicing and digital editing allows this of course, but it is very tedious. As soon as analog synthesis became affordable, music engineers began looking for methods of automatic control for the systems.

Computer control was too expensive to contemplate in the early days (computer rental was over a million dollars), so a variety of techniques were tried: punched paper tape (Babbit’s work on the RCA machine), recorded control signals (Subotnik’s Butterflies) and elaborate digital sequencers (early Tangerine Dream). Some decent music was produced this way, but it was still hard work and the results were not really that complex. Electronic music that approaches orchestral music in scope had to wait for the appearance of cheap personal computers.

The first schemes (1974-84) for connecting synthesizers to computers were homemade or sold in small quantities by tiny companies. This led to a variety of systems that were mutually incompatible and so idiosyncratic that only their inventors could write software for them. The usual approach was to connect extra circuitry to the computer that either generated sounds directly or provided several channels of voltage control for modular synthesizers.

In 1983, several synthesizer manufacturers agreed on a communications protocol that would allow keyboard synthesizers to control each other (MIDI). This was very quickly picked up for computer applications, and today we have a mix and match situation, where any of several computers can be connected to one or more synthesizers, provided you have the proper software. MIDI is not perfect (the keyboard orientation and the rather slow data rate cause hassles), but it has provided an impetus for the development of software, has lowered the costs of computer assisted music, and has attracted many new musicians into the field.

The Musical Instrument Data Interface specification defines both the organization of the information transmitted and the circuitry used to connect systems together. The wiring is similar to that used for microphone cables, two wires within a shield. (The MIDI connector has five pins on it, but two of those are not connected. This is done for economy: five pin DIN plugs, widely used overseas for stereo gear, cost less than the three pin model.) Exactly one input may be attached to each output. Multiples are not allowed, but most devices have a “MIDI-THRU” output that simply passes data to the next device down the line. The basic configuration of equipment is a daisy-chain, with one master device controlling a series of slave synthesizers. An alternative arrangement is sometimes used where the data from the controller goes to a splitter box that feeds the data to several outputs, each connected to one synthesizer.

MIDI is a serial system. That means data is fed down a single wire one bit at a time. The bits are generated at the rate of 31,250 per second, but it takes ten bits to make a character and up to three characters to make a message, so it takes most of a millisecond to get anything said. As a rule, each action taken on the keyboard (such as releasing a key) generates a message. The typical message contains a channel number, a code for the key or other control affected, and descriptive data, such as key velocity. The channel number indicates which instruments are to respond to the data. There are sixteen channel numbers.

It is surprisingly easy to generate a lot of MIDI data. For instance, many keyboards have aftertouch; a feature that measures how hard you press on a key as you hold it down and feeds that information into the data stream. If you hit a chord and wiggle your wrists, you might generate several thousand bytes of data. This data may be vital, or it may be useless, depending on exactly how other instruments in the MIDI chain are voiced. When the data stream gets too full, bizarre things begin to happen. Instruments slow down, or messages can get lost. For this reason, many instruments and programs have a filter feature which removes selected types of data. You can even buy a special purpose box to do this.

Two streams of MIDI data cannot be mixed together in the simple manner two analog signals can. The group of bits that makes up a message must be kept intact or the meaning will be garbled. A device that combines MIDI signals, called a Merger, has a microprocessor in it that can recognize messages, assess a priority to them, knows how long the message should be, and prevents potential collisions by storing low priority messages until the output line is available. (This process is like switching freight trains onto a common track with out getting the cars mixed up.)

There are some other special tricks available in boxes. For instance there is a MIDI Delay which simply stores data a while before sending it along. If you connect an instrument’s MIDI out to its own MIDI in through one of these, you get some complex echo effects. Another type of box is a Mapper which can change data to compensate for differences in synthesizers. For instance, instruments often vary in the number of presets the can store. If you are using a fancy machine to control several simple ones, the fancy machine may implement all 128 preset locations, and the cheapies may only have 32. When you select preset 33 on the main synthesizer, it will send program change 33, which may have a unpredictable result on the slave. The mapper can be set to change that program 33 to anything you desire. [These features are also available as a part of better computer programs. Any synthesizer with more than 128 presets must have some sort of mapping feature.]

A type of box that is very popular is the MIDI patcher. This device has a lot of inputs and outputs, say eight of each. Controls on the box electrically switch inputs to various outputs, so you don’t have to fish around for the MIDI cables to change your system configuration. A particularly intriguing feature is that a configuration can be assigned a program number, so that the patch can be controlled over the MIDI line.

Problems

The MIDI protocol is often badmouthed because the original intentions of the designers are misunderstood. The system was created to allow a simple, cheap, and universal interconnection scheme for instrument controllers and synthesizers. The specification was developed by a committee made up of representatives from several companies, and contains many compromises between various needs and opinions. The specification was inadvertently modified in translation to Japanese, but since the company that made the mistake sells more synthesizers than all other companies combined, their implementation became the standard. The MIDI committee is still active, and adds features to the specification from time to time.

Speed

The complaint heard most often about MIDI is that it is too slow. It takes one millisecond (1/1000 sec) to send the command that starts a note. This is musically imperceptible ( in normal notation, MM=60,000) in simple pieces, but the delay across a twenty note chord can be noticed by a keen ear. The actual effect of this problem on the music is arguable (very few bands are together within twenty milliseconds). Probably the worst case for a performer is when the delay is unpredictably varied. The activities that generate the most frustration are elaborate computer controlled performances. The series connection MIDI system can clog up quickly when detailed control of a lot of instruments is attempted. The cure for this is to use a parallel connection scheme where the computer itself has several MIDI outputs.

Keyboardism

Another complaint is that MIDI sends the wrong information. It is clear that the standard was written with keyboard controllers in mind, and that is sensible, since the organ type keyboard is the most common controller for polyphonic single performer instruments. It is quite difficult but not impossible to design controllers with a continuous effect, such as a wind or bowed string instrument has, but the speed problem becomes extreme in such cases.

There is a proposal for a new standard, called “ZIPI” that addresses these two problems.

Stuck Notes

A perplexingly common occurrence is the stuck note. This happens because each note needs a separate message for note on and note off. If the note on is received, but the note off gets lost because of a loose cable, the note will sound forever. With many synthesizers the only way to get the note to shut up is to press many keys or turn the power off. (Most will quit if you change presets.)

Channels

The channelization scheme chosen causes a lot of confusion, but is not a problem. The channel numbers are really a tag on each command, and instruments have the option of ignoring commands that are not tagged a certain way. Difficulties arise when sending devices and receiving devices are not set to the same channel. The newer instruments can be set up to follow different channels with different voices, and this operation is often not clearly explained. The worst problem is that channel setting is usually hidden deep within an instrument’s menus rather than on the front panel where it belongs.

Program Numbers

There is also some confusion about program numbers. The MIDI spec allows for 128 programs, numbered 0-127. Many manufacturers seem to feel that musicians are not ready to accept the concept of program zero, and number their buttons 1-128. Even worse are the systems that use funny numbering schemes, such as 88 meaning program 8 of bank 8.

The problems arise when one encounters a maverick corporation such as E-mu or Oberheim that calls a zero a zero; and when you need to enter program changes directly into a computer program. Of course the widespread belief that 128 programs are not enough has thrown another monkey wrench into the works as each company develops its own scheme for calling up to 1000 presets.

Modes

One of the most troublesome features is omni mode. A synthesizer set to omni will respond to any MIDI message, regardless of channel assignments. A typical problem this can cause is found when using Concertware: the player sends initial program changes for all eight voices at the beginning of a selection, even if there is nothing in some of the voices. A synthesizer in omni mode will respond to all of the program changes and wind up with the program number requested by voice eight. It is a good idea to check the mode of the synthesizer first off, since you don’t know what the previous student was doing.(The only point to omni mode is to make synthesizers easy to demonstrate. I think it ought to be called “Salesman Mode”.)

Overcoming these problems is a challenge, but is similar to challenges musicians are already familiar with. Here are a few guidelines to maintain sanity.

Use a simple configuration, and stay with it. The MIDI system is designed to have one master controller running a bunch of slaves. Mergers allow the use of two or more controllers, and switchers allow quick reconfiguration of the system, but there is usually little to be gained. The people who repatch the MIDI lines a lot are usually trying to use a black box sequencer and a keyboard as controllers at the same time.

Don’t overload the system. Always filter out unnecessary information. Aftertouch, for instance should never be sent unless some device is responding to it. If you are playing with a sequenced track, the pedals are probably of interest only to the synthesizer you are playing.

Know the difference between OUT and THRU. OUT is information generated by the instrument. THRU is a copy of the input data. A few devices such as the Fadermaster provide a mix of the input and its own data at the OUT jack.

Take care of your cables. The MIDI connector is not noted for ruggedness and reliability. It is possible for a plug to look like it is in, but be loose enough to stop the data.

Read the manual. Read the Manual. READ THE MANUAL. Especially the part in the back that shows which MIDI features actually work. Pay particular attention to how to set the channel number and how to turn OMNI mode off.

Nuts And Bolts Of Midi

A MIDI message can consist of from one to several thousand bytes of data. The receiving instrument knows how many bytes to expect from the value of the first byte of the message. This byte is known as the status byte, the others are data bytes. Status bytes always have the most significant bit (msb) equal to one and data bytes have an msb of zero.[1] Because the msb of data bytes is always zero, actual values are limited to numbers less than 128. This restricts many things in the MIDI universe, such as the number of presets available.

Status bytes inform the receiver as to what to do with incoming data. Many of the commands include the channel number (0-15) as the four least significant bits of the status byte.

Commands are defined for about everything you would expect a synthesizer to do, to wit:

Note On
Note Off
Control Change
Program Change
Aftertouch (for the entire keyboard, set by the heaviest push)
Polyphonic aftertouch (values for each key down)
Pitch bend Note Messages
Note On and Note Off
The most common status is note on. [The actual bit values are: 1001nnnn, where nnnn gives the channel number.] Note on is followed by two data bytes, the first is the note number, the second is key velocity. If a keyboard is not equipped to sense velocity, it is supposed to send the value 64. Not too surprisingly, there is a status called note off, with the same data format. Note off is actually not used very much. Instead, MIDI allows for a shorthand, known as running status. Once a note on[2] is received, an instrument interprets each pair of data bytes as instructions about a new note. If the velocity data is zero, the instrument performs a note off with velocity of 64.

This manner of thinking, requiring separate actions to start and stop a note, greatly simplifies the design of receiving instruments (the synthesizer does not have to keep time), but creates the potential for hung notes when a note off gets lost. The MIDI designers provided some features to compensate for this problem. There is a panic command, all notes off, which is generated by some keyboards and even some special effects boxes.

The note numbers start with 0 representing the lowest C. “Middle C” is supposed to be note 60. Middle C is usually known as “C4″, but for some reason most manufactures call it C3.

Control Change

There is a group of commands called control changes, that relate to actions of things like foot pedals, modulation wheels, and sliders. Each command has two parts, defining which control to change and what to change it to. These are not very rigidly defined, so many systems allow assignment of controllers as part of preset definition. These are some of the official definitions: (numbers are actual data numbers)

1 Mod wheel
2 Breath controller
4 Foot controller
5 Portamento time
6 Data entry knob
7 Main Volume
8 Balance
10 Pan
11 Expression
A controller usually has a single data byte, giving a range of 0-127 as the value. This is rather coarse , so the controllers from 32 to 63 are reserved to give extra precision to those assigned from 0 to 31.

The numbers from 64 to 69 are switches or pedals:

64 Sustain 65
Portamento
66 Sostenuto
67 Soft
The numbers from 98 to 101 allow extened control changes called NRPNs and RPNs.

There are some specialized control messages:

121 Reset all controllers
122 Local Control
123 All Notes Off
124 Omni Mode Off
125 Omni Mode On
126 Mono Mode On
127 Poly Mode On
Reset Controllers and All Notes Off have the obvious effects. What is not so obvious is that neither will work on a synthesizer set to Omni mode.

Local Control allows you to disconnect a keyboard from the synthesizer it is built into. The Keyboard still sends MIDI Data, and the synthesizer still responds to MIDI data, but pressing a key will not necessarily produce a sound. This is useful when you are using a computer based sequencer and want the computer to have total control of the sounds.

Controller 0 is the Bank change message. A bank change followed immediately by a program change should take you to a new sound on a different bank, but the actual use varies from instrument to instrument. details

Channel Modes

The modes take some explaining. When all this was set up, most synthesizer keyboards were monophonic, like the Moog. (Monophonic here means they would only play one note at a time.) A few instruments could play chords, these were Polyphonic. The original MIDI spec assumed you would use a MIDI channel to control each oscillator on an instrument or you would have instruments that would play chords from one channel. No one foresaw the current situation, where multitimbral synthesizers can play chords in response to several if not all of the MIDI channels.

There are four possible combinations of the mode messages:

Omni On, Poly On or Mode 1: The synthesizer plays everything it gets.
Omni On, Mono (Mode 2): The synthesizer plays only the most recent note.
Omni Off, Poly (Mode 3): The synthesizer plays chords on one channel.
Omni Off, Mono (Mode 4): The synthesizer plays the most recent note received on its base channel. It also plays the most recent note received on the next channel, and the one after that, until it’s out of oscillators.
There is no message for Multi mode, so it has to be chosen from the synthesizer panel.

Program Change

The sound of a synthesizer is determined by the connections between the modules and settings of the module controls. Very few current models allow repatching of the digital subroutines that substitute for modules, but they have hundreds of controls to set. The settings are just numbers, and are stored in computer type memory. In a computer, a particular group of settings would be called a file. In synthesizers, it’s a Patch, Preset, Voice, or Tone for different brands, but the official word is program. A MIDI message may call one of up to 128 of these by sending data of 0 to 127.

Most modern synthesizers have more than 128 presets. Different manufacturers and models implement a variety of ways to make these accessible by MIDI commands:

Maps On some instruments, 128 presets are called up by the Program Change commands, but you can choose ahead of time which presets are called by which command. You can assign preset 4 to Pgm Change 1, preset 205 to Pgm Change 2, and so forth. This kind of list is called a Map, and is occasionally used for other operations too.

Banks Many instruments organize the presets in groups of 64 or 128. Then you pick which group is in use at any time by pressing buttons on the instrument. At least one of the banks will be writeable, and you can copy presets into it if you want to combine some from different permanent banks[3]. Bank switching may be possible via MIDI, but the method for doing this is not standardized.

Performances Many instruments let you define a multi channel (or complex keyboard) setup that combines various presets. These Performance setups (also called Multis, or Mixes) are stored in a bank of their own. The Program Change command then picks among these. Performance setups can also have settings for processors, volume, pan, and so on.

(When an instrument is in multi channel performance mode, program changes may change the performance setup, or may change the program on a particular channel. This depends on a setting hidden somewhere in the MIDI setup of the instrument.)

Program changes have data values of 0 to 127, but are supposed to be called Programs 1-128. Many Synthesizer and Software companies do not[4], so you basically have to experiment to find out what will happen when a particular application sends a program change to a particular instrument.

Pitch Bend

Most of the wheels and knobs on a synthesizer generate control change messages, but one gets a status message of its own. This is the Pitch Bender. A dedicated message makes it possible to efficiently send a bend value of 14 bits. If you try to do pitch bend with only seven bits of precision, you either have to restrict the range or you get audible steps. Unfortunately, no manufacturer takes advantage of this.

Aftertouch

On many keyboards, if you lean into the key as you hold it down, you generate controller messages. This is a very expressive feature. On normal aftertouch (also known as Channel Pressure) the values sent correspond to the key with the most pressure.

Polyphonic Aftertouch

Polyphonic Aftertouch sends separate pressure information for each key. This is a tremendous amount of information, and only a couple of synthesizers respond to it.

System Messages

The preceding messages are Channel Voice Messages which apply only to instruments set to the specified channel. System Messages apply to all machines:

Song Pointer
Song Select
Start
Stop
Continue
Clock
Midi Time Code
Active Sensing
System reset
With the first of these commands, several sequencers or computers can be cued to a preset point in a composition and run together. The clock command is a single byte that is “broadcast” by a master sequencer at the rate of 24 per quarter note. Sequencers can follow this clock and stay in tempo. This clock can be recorded on tape and played back with a suitable adapter. If this recording happens to be on a multi-track tape deck, complex sequences can be built up using many passes with a single synthesizer.

Song Select and Song Pointer cue up sequencers and drum machines, and Start, Stop and Continue control their operation.

An even more sophisticated synchronization system called MIDI Time Code is now available. In this system, time markers are recorded continuously on the tape. When the tape is played, sequencers will be automatically cued to match the tape. (This is a version of SMPTE time code, which does the same thing for video and audio editors.) Moreover, sequencers can be set to start doing their thing at arbitrary points in the composition, allowing such techniques as “slipping tracks” and eliminating the tedious process of composing long sequences of rests.

Active sensing warns an instrument if there is a serious malfunction. Once the active sensing command has been received, the instrument expects something on the MIDI line at least every 300 milliseconds (If the controller has nothing to say, it sends more active sensing messages.). If nothing is received the instrument shuts all notes off.

System Reset is supposed to return synthesizers to their power Up state. Hardly any recognize this.

The final group of commands are the SYstem EXclusive commands. These are commands that the manufacturer may define as they like. (Each manufacturer is assigned an ID code to prevent confusion.) The data stream may be arbitrarily long, terminating with a command known as End of Exclusive (EOX.) These messages are used for passing preset information, sequences, and even sound samples from one machine to another, and provide the foundation for the editor/librarian computer programs. Messages are not limited to program data; on the Yamaha instruments, system exclusive commands can be used to control everything, including the power switch.

Extensions To Midi

The Midi Manufactures Association has not stopped their work. Since the initial definitions they have produced the following:

MIDI Time Code Described above, MTC made it possible to link MIDI systems to video and other time based operations.

Sample Dump Standard This allows samples to be transferred from one brand of sampler to another.

Standard MIDI File This one allows MIDI tracks recorded on one sequencer program to be used by another, even if it runs on a different kind of computer.

MIDI Show Control This defines ways to automate theatrical productions, synchronizing lighting effects, sound, and even fireworks.

MIDI Machine Control This allows remote control of audio and video recorders. With this and Time Code, you can run an entire studio from the computer.

And then there’s….

General MIDI

General MIDI is a response to a problem that arose with the popularity of the Standard MIDI file. As composers began exchanging compositions (and selling them) in SMF format, they discovered that pieces would change when played on different synthesizers. That’s because the MIDI program commands simply provide a number for a preset. What sound you get on preset four is anybody’s guess.

General MIDI defines a standard list of voices. (This list is a sort of snapshot of the synthesizers that were popular in 1991. The easiest way to get it is to buy a GM compliant synthesizer.) Not only the names are standardized– envelope times are defined so the right sort of textures are maintained. Standard MIDI also defines channel 10 as the percussion channel, and gives a map of the drum sound to associate with each note. A GM instrument may create these sounds in any manner, so there’s still a lot of variation, but you no longer get a tuba when you expect a bass drum.

Most synths that support General MIDI do so by providing a bank titled GM. This is mostly a rearrangement of sounds from other banks.

General MIDI is most important in the soundcards that plug into PCs. These allow game programmers to create MIDI based scores instead of including recorded sounds for the music cuts.

General MIDI is coming to Macintosh computers as part of the expanded QuickTime system. Midi scores will be playable with no synthesizers at all!

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