Difference between revisions of "Module"

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A '''Module''' is a sound format used as an alternative to [[MIDI]] files. Modules can contain a wide variety of instruments and sounds to create high quality music without the expense of taking up too much memory (a problem often experienced when using [[mp3|mp3s]], one of the more common and popular sound types). They are also more customizable than MIDIs and therefore tend to sound better (and do not change depending on the computer, which is often the case with MIDIs). [[Multimedia Fusion 2]] supports modules as standard, although other [[Clickteam]] products can use them through [[extensions]]. They are usually regarded as one of the best music format choices when creating [[fangames]]. Modules of various types were also used in the 90s for official computer and video games.
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A '''module''' in musical terms is a MIDI-type sound format, that is not actually the specific [[MIDI]] format itself. It is slightly larger than a MIDI file, but significantly smaller than and retaining the same quality as an [[MP3]] or [[OGG]] file, depending on the musician's skill. This, along with [[Multimedia Fusion 2]]'s native support, makes modules generally ideal for computer applications, such as [[fangame]]s. Modules were also used in the early 1990's in commercial gaming.
  
Size-wise, modules are usually somewhat larger than MIDIs, and much smaller than mp3s or oggs while potentially offering quality similar to the latter two.  
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The module format is considered MIDI, as it relies on loading predefined samples or instruments and playing them at certain frequencies (pitches); however, *.mid and *.midi files call instruments from the computer's sound card, while modules store their own samples and instruments. For this reason, modules do not suffer from radical changes in sound across different systems, although the user's hardware still effects the raw quality of the sound.
  
The commonly used module types are:
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Commonly used module types include '''*.mod''', '''*.s3m''', '''*.it''', and '''*.xm''', all of which can be played in [http://www.winamp.com/ Winamp] with the BASS package. These formats are very similar, but have their own technicalities: special effects are different, and *.mod and *.s3m cannot use instruments, only samples. The difference between these two concepts is listed below.
*.mod
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*.s3m
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Composers of module-format music, as well as programs used to create and edit modules, are known as '''trackers''', and therefore the art of composing modules is known as '''tracking'''.
*.it
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*.xm
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All of which can be opened in [http://www.winamp.com/ Winamp]. They are all largely the same however some offer more features than others, such as the ability to store more instruments.
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== Construction ==
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Modules are composed of the following pieces:
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*'''Patterns:''' Similar to a '''bar''' in traditional music, a pattern is a single block containing a given number of '''rows'''. A given number of rows is a beat; for instance, a beat may be every 8 rows.
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*'''Channels:''' Each channel may play one instrument or sample at a time, except for when one fades out and another starts. Generally, each channel is assigned a single instrument for ease of composition. Modules may have up to 32 channels. Some trackers, such as [[Modplug Tracker]], automatically remove any unused channels when saving.
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*'''Samples:''' A sample, such as a *.wav file, is used as the primary musical unit in some module formats (such as *.mod). These samples may have loops applied to them so that they may be played for an arbitrary duration.
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*'''Instruments:''' Assuming the Module format supports it (*.it and *.xm do), an Instrument may call any number of samples, albeit only one per note, and apply an effect to every note they ever play. Valid effects are volume, pitch, panning, and Flt (What is that? Flatness?)
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{{needsattention}}
 
{{needsattention}}
[[Category:Fangame Terms]]
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[[Category:Fangame Terms]][[Category:Musical formats]]

Revision as of 00:37, 17 December 2007

A module in musical terms is a MIDI-type sound format, that is not actually the specific MIDI format itself. It is slightly larger than a MIDI file, but significantly smaller than and retaining the same quality as an MP3 or OGG file, depending on the musician's skill. This, along with Multimedia Fusion 2's native support, makes modules generally ideal for computer applications, such as fangames. Modules were also used in the early 1990's in commercial gaming.

The module format is considered MIDI, as it relies on loading predefined samples or instruments and playing them at certain frequencies (pitches); however, *.mid and *.midi files call instruments from the computer's sound card, while modules store their own samples and instruments. For this reason, modules do not suffer from radical changes in sound across different systems, although the user's hardware still effects the raw quality of the sound.

Commonly used module types include *.mod, *.s3m, *.it, and *.xm, all of which can be played in Winamp with the BASS package. These formats are very similar, but have their own technicalities: special effects are different, and *.mod and *.s3m cannot use instruments, only samples. The difference between these two concepts is listed below.

Composers of module-format music, as well as programs used to create and edit modules, are known as trackers, and therefore the art of composing modules is known as tracking.


Construction

Modules are composed of the following pieces:

  • Patterns: Similar to a bar in traditional music, a pattern is a single block containing a given number of rows. A given number of rows is a beat; for instance, a beat may be every 8 rows.
  • Channels: Each channel may play one instrument or sample at a time, except for when one fades out and another starts. Generally, each channel is assigned a single instrument for ease of composition. Modules may have up to 32 channels. Some trackers, such as Modplug Tracker, automatically remove any unused channels when saving.
  • Samples: A sample, such as a *.wav file, is used as the primary musical unit in some module formats (such as *.mod). These samples may have loops applied to them so that they may be played for an arbitrary duration.
  • Instruments: Assuming the Module format supports it (*.it and *.xm do), an Instrument may call any number of samples, albeit only one per note, and apply an effect to every note they ever play. Valid effects are volume, pitch, panning, and Flt (What is that? Flatness?)


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