20 Years of Impulse Tracker, Part 2
roartindon.blogspot.sg
roartindon.blogspot.sg
What a horrible and funny bug. Reminds me of Linus attempting to write AT commands to his modem, but redirecting them to the wrong /dev file and accidentally replacing the boot record of his disk drive with a Hayes command.
Someone would create an empty .IT file containing only a bunch of samples. Then he'd DCC it to everyone that wanted to take part in the tracking compo. You then had something like 60 minutes to crate a track from those samples. Everyone would then DCC it back at the end of the time limit, he'd zip it up and DCC it back to everyone else and you could listen to what the other guys wrote. After this everyone would vote on which track they thought was the coolest. .IT files were really small back then, typically between 200k and 500k. Those were really fun times.
Quite some time ago I did rotoscoping work on a high school Star Wars fan film. The movie's sound guy was an electronic musician, and he used Impulse Tracker (with the BPM set so that one tick in Impulse Tracker was one frame of video) to design the film's sound effects, which ended up being amazing.
Quick explanation: Top row left box shows the volume levels of each channel (or voice), middle box shows the name of the sample that's currently being played, right box shows the panning setting of the channel. This can get elaborate sometimes.
The middle row is the actual note, volume and effect (panning, pitch slide, etc.) data.
Bottom bit is a visualization just intended to look pretty.
https://www.youtube.com/watch?v=OdXflwS4jE4
Here's another one, this time it's playback of a file from a different, older, tracker (Scream Tracker 3).
Similar setup, the very beginning shows the list of samples the composer would be working with. Composers would usually rename the samples to put a message to the listener, give credits etc. You'll notice Impulse Tracker showing a waveform of the sample in the middle right of the screen. I believe this was all textmode with custom fonts...mindblowing. There's all sorts of various playback settings you can use to tweak a sample, set loops, vibrator and even "tune" it. In effect you were building up the basic sounds for the song. There's a similar screen for describing instruments made up of these samples. It was probably on par or more sophisticate than more modern sound font technologies and you could be really craft a unique sound for an instrument from nothing more than just a short crappy 8-bit sample of a single note.
https://www.youtube.com/watch?v=B0TSCbpc2oU
Here's a tutorial on Impulse Tracker (using Schism Tracker, a modern 1:1 Impulse Tracker clone) https://www.youtube.com/watch?v=2EdRRgxoP-g
To me this MOD embodies all the nostalgia I have about games, programming and tech culture growing up in the late 80's and 90's.
I tried to track down author to find out if I could license it to use in my games, but failed. Anyone got advice how to do that? Maybe I should just use it and wait for the complaint?
We had a really talented guy on the local BBS who made awesome music at the time (and was one of the best Duke3D players in my country), some of it is still up here:
It turns out that this type of music technology, first invented to work in the low memory environment of the original Amiga, and then advanced considerably since then, offered a great alternative. Digital samples of individual instruments were played back at different rates to simulate different notes and the note data itself was incredibly small.
While almost all Amiga (and a large number of Atari ST games) used a 4-channel version of this technique, notable games that used this kind of technology in the PC era include the original Unreal, Jazz Jackrabbit, Hitman, Deus Ex, Pinball Dreams, etc.
I can't say if Impulse Tracker was used in the production of all of these. There were custom trackers, and other popular tracking software at the time, but the basic technique was very popular during this time. It's likely that Impulse Tracker was less used than people think though as for a long time accurate playback of some of the advanced effects (filters, NNAs) outside of Impulse Tracker was pretty rare.
Quite a few video game music designers got their start writing music in this kind of environment because it was incredibly cheap to get up and running and producing music. e.g. https://en.wikipedia.org/wiki/Alexander_Brandon
Back then most trackers were free, or like Impulse Tracker, basically free except for 1 or 2 major features and you could simply rip the samples out of other songs to reuse in your own music. Since you could also "read" other people's music files, you could also learn a lot about how to construct music. Different techniques, music theory, rhythm and percussion, etc. It's kind of like open source music in a sense.
see more at https://en.wikipedia.org/wiki/Music_tracker
It's also worth noting that the original 4-channel MOD format was almost entirely designed around exposing the capabilities of the Amiga's stock audio hardware; it was a grand day when PCs grew powerful enough to do in software what the Amiga had been doing in hardware all along.
I have used trackers for years, and although I use mainly modern DAWs to make music today, I have never been able to be as much prolific with them as with trackers.
Huge database of mod, xm, it, s3m, etc: http://www.modarchive.com/
Not the same, but nevertheless a great source of music. I lost the count of how many times I was hearing a song and though "wow, I NEED this", going immediately to modarchive searching for it.
Tracked music will always be inexplicably linked to the demoscene for me. If you didn't live through that era then it probably won't have any meaning to you. Much like the Amiga scene means nothing to me because I was never a part of it. Much like this guy I'll forever remember seeing Second Reality for the first time and thinking it was the most amazing thing ever created for PC at the time.