Project #1


Medieval Town Theme #26 by J.Y.L.S.M
Score FileSound File


Components
Component Name Score File Sound File
Additive Synthesizer Michael Chouinard Score File Sound File
Subtractive Synthesizer Luke Pritchett Score File Sound File
Drum Synthesizer Jason Ostroski Score File Sound File
Recorded Performance Synthesizer Yanning Xue Score File Sound File
Effects Component Stephanie Brown Score File Sound File



Score File General Format
Format ItemDescription
scoreOuter-most tag - Contains bpm and beatspermeasure as variables
bpm="240"Number of beats per minute
beatspermeasure="2"Number of beats per minute
instrumentContains variables for type of instrument and within it contain all specifics of notes.
Note="5d"Plays the note as described in the notes.h file
Measure="2"Which measure to play the note at
Beat="2"Which beat within the measure to play the note at
Duration=".5"How long to play the note for



Additive Synthesis Specific Formatting
Format ItemDescription Value Persistent Over Multiple Notes? Default ValueRange of Values
instrument="AdditiveInstrument"How to declare an instrument for this part. Must enclose all notes that will be played this way. N/A N/A N/A
vibrato_freq="5"Does a vibrato at a sinusoidal rate of 5Hz (can be less than 1) Yes 0.0 0 -> INF
vibrato_change=".1"Does a vibrato The rate a vibrato changes at (floating values 0 -> 1) Yes 0.0 0 -> 1.0
a#=".5"Amplitude for each Harmonic. Can supply values for harmonics 1 through 8 Yes 1 for a1 ||| 0 otherwise 0 -> INF
attack="1.0"The sound will start from 0 and grow to the amplitude of attack_increase over the duration given No 0.050 -> Duration
attack_increase="1.5"The value that the sound will grow to initially before decaying No 1.0 0 -> INF
decay="0.5"How long the sound takes to decay to amplitude = 1 after the attack phase No .025 0 -> Duration
release="1.0"The duration over which the sound will begin to decrease to 0 at the end of the note No .050 -> Duration
fadein="2.5"Fades the sound in over some amount of seconds (cross-fading) No 0.0 0 -> Duration
fadeout="2.5"Fades the sound out over some amount of seconds (cross-fading) No 0.0 0 -> Duration



Subtractive Synthesis Specific Formatting
Format ItemDescription
instrument="SubSynth"How to declare an instrument for this part. Must enclose all notes that will be played this way.



Drum Synthesis Specific Formatting
Format ItemDescription Sample Line
instrument="Drum"How to declare an instrument for first 19 drum sounds. Must enclose all notes that will be played this way. <note measure="1" beat="1" duration="1" c1="1"/>
c#="1" Cymbals, where # is 1 to 4, indicating different cymbal sounds.
hh#="1" Hi-hats, where # is 1 to 2, indicating different hi-hat sounds.
k#="1" Kicks, where # is 1 to 3, indicating different kick sounds.
p#="1" Percussion, where # is 1 to 5, indicating different percussion sounds such as shakers or clicks.
s#="1" Snares, where # is 1 to 2, indicating different snare sounds.
t#="1" Toms, where # is 1 to 3, indicating different tom sounds.
instrument="GenDrum" A name or note is not required for this sound. It is the generated drum noise as described above. <note measure="1" beat="3" duration=".1" />



Recorded Performance Specific Formatting
Format ItemDescription
instrument="RecordedInstrument"How to declare an instrument for this part. Must enclose all notes that will be played this way.



Effects Component Specific Formatting
Format ItemDescription
instrument = "Chorus"Takes in notes like any other instrument, but is not treated as an actual instrument