Manual
Introduction
Installation
Invoking MusE
Window Reference Guide
Creating your setup
Getting Started
Software synthesizers coming with MusE
External Software synthesizers
Postproduction
Reference Information

This guide tries to explain the most important parts on every dialog MusE can have. Internal synthesizers are discussed in a different chapter.

Contents

The Main Window

This is the most important part of MusE. Everything what can be done will be done here. As you can see the image below is colorized and has some special labeling. The main interface is spread in 5 important parts which will be explained here in detail. There are some external parts like the transport panel or bigtime window which are discribed later in this chapter.

main_window.png

Menu Bar

main_window_menubar.png

MusE has many features and most of them can be reached in this menu. Some are also represented in the button bar with nice icons to simplify use. All important and non-intuitive menu entries are described so read on.

Button Bar

main_window_buttonbar.png

  • File tools
    • The interface
      main_window_filetools.png
    • New - Create a new song.
    • Open - Open an existing song.
    • Save - Save a song.
    • "What's this" Pointer - Get some specific help on a button or 'any' interface component.
    • Undo - Undo last action
    • Redo - Redo last undo
  • Edit tools
    • The interface
      main_window_edittools.png
    • Pointer - Is used to select a part in a track and move it arround if you click a part and don't release your mouse-button you can move the part.
      Parts can be copied, moved or deleted with ease. Using the pointer together with the Arranger toolbar results in some handy features. If you want to move a part to a certain place try this: Set snap Bar in the arranger buttons if you then move a track with the above described method you will notice it's hopping from bar to bar. To delete, copy, paste a track use the edit - copy paste cut tools in the Menu bar.
    • Pencil - This tool is used to creat a part in a track's trackdata field. You can draw several tracks or resize an existing. To resize simply click a part in the middle and do not release the mousebutton so far. Next draw the mouse far more right than the part's end was. After this release the mousebutton.
    • Rubber - This simply deletes a part of a track. This could also be done with the Pointer tool described above in combination to the edit - cut menu entry.
    • Cutter - If you got a very long midi part you can split it in serveral smaller parts with this tool. This is useful if you want to divide your song in serveral logical parts like refrain and such. Together with the renaming feature for parts you can gain a very good overview.
    Note: Cutter can be used with MIDI/DRUM/WAV track.
    • Glue - Use this to join two parts from two different tracks. For example you have two midi tracks containing one part of midi data each. Now you want to join the overlapping parts and reduce both to one track. Select the Pointer tool and selected one part with it. Next move the selected part into the other track over the other track - but keep the position overlaped as before. Now select the glue tool from the button bar and click on the location where both parts overlap. Both parts should now melt together as if they where one.
    • Mute parts - This feature is used to mute one or several parts. If you want to mute the whole part better check the "mute" button in the "trackhead".
    Example: Assume you have one track with three parts. Just click on one of them with the "mute parts" tool selected and one of the three will turn gray - it's muted. When you now press play the track won't be played.
  • Global song tools
    • The interface
      main_window_globalsongtools.png
    • Loop - Toggles looping on and off. If the left and right cursor interval marks are set and looping is turned on, once the cursor enters that section of the song it will loop through that section indefinitely.
    • Punchin - Toggles punch-in on and off. When on, recording will not start until the cursor reaches the left cursor interval mark, also known as the left loop marker.
    • Punchout - Toggles punch-out on and off. When on, recording will end automatically when the cursor reaches the right cursor interval mark, also known as the right loop marker.
    • Start - Will set your cursor to the beginning of your song.
    • Rewind - Take cursor a few steps towards song start.
    • Forward - Take cursor a few steps towards song end.
    • Stop - Will stop playback imediately.
    • Play - Will play the song from the position you cursor is at.
    • Record - Will set record mode on/off.
  • Panic button - If you can hear audio playing even if your song ended this could be a hanging note. Pressing the panic button MusE will send and execute a "All Notes Off" event on all channels. It's also useful to stop a playing arpeggiator which won't stop.
  • Arranger tools
    • The interface
      main_window_arrangertools.png
    • Cursor - shows the actual cursor posision if cursor is moved in the trackdata field.
    • Snap - cursor will snap to the selected intervalls.
    • Len - length of you song in bars. Use this to resize your song in total.
    • Type - will set the output type of you soundcard
      • NO - No selection (default)
      • GM - General MIDI patch map
      • GS - Roland GS (General MIDI Superset) patch map
      • XG - Yamaha XG (eXtended General MIDI) patch map
    • Pitch - will set the value the pitch for the external input source will be in/decreased
    • Tempo - a global adjustment of your song's tempo, specified as a percentage. All the tempo(s) set in your song will be multiplied by this percentage to produce the actual speed. For example 100% will play the song at its normal speed, and 50% will cause the song to play at half its normal speed. 110% will cause the song to play 10% faster than its set tempo. The default is 100%. Next to this field there is text which is actually buttons to set this field to commonly used values:
      • 50% - play at half speed
      • N - Normal (no change, default)
      • 200% - play at doubled speed

Trackinfo

main_window_trackinfo.png

Activate Trackinfo dialog: If you can't see the Trackinfo field, then look if the button labeled 'trackinfo' on the main screen at the left bottom is clicked. You can see it in the graphic above.

There are 7 different type of tracks you can use. The MIDI Track/DRUM Track are so equal that they can be converted into each. If you want to add a track do this in the trackhead field or use the Main bar edit - add track - add midi track for example.

Different tracks have different purposes. Except the MIDI/DRUM track each trackinfo field is unique altough all of them share some common ideas.


MIDI/DRUM TRACK

midi_track.png

This track type manges midi data only (midi track / drum track).

  • O-Port - Select a midi output port from here (drop down menu). For drum tracks the port chosen here is overridden by the ports chosen on the drum editor, so it's best to pretend this setting doesn't exist.
  • O-Channel - MIDI Channel which should be affected on playback. For drum tracks the channel chosen here is overridden by the channels chosen on the drum editor, so it's best to pretend this setting doesn't exist.
  • I-Port - Select a midi input port from here (type the number 1)
  • I-Channel - MIDI Channel to listen to while capturing
  • Transpose (will transpose midi output in halftones. 0==not affected)
  • Delay (will delay the midi playback)
  • Length
  • Velocity - Modifies playback velocity for the track. The velocity here will be added to (or subtracted from - negative values are allowed) the original velocity of the note. For example, if this field is set to 100 and the note's velocity is set to 22, the output velocity for that note will be 122. If this field is set to 100 and the note's velocity is set to 63, the output velocity will be 127 because that is the maximum velocity allowed in MIDI. The default is 0, which means no modification of the original value.
  • Compr - Compression of the velocity of the midi track. This setting modifies the bandwidth of the note velocity values of the track and can be used to increase or decrease the intensity of the track. Default value is 100%.
  • Channel Info
  • --- This field is based on the synthname.idf files supplied with MusE or the names provided by a MusE softsynth. You can assign an instrument bank with selecting "Settings" - "Midi Ports/Softsynth Configuration" dialog. After you have set a midi input output channel, for example: "Emu10k1 MPU-..." you can select an instrument. The instrument setting like controller values and sound name with it's bank possition are selectable then from here.
  • record
  • H-Band
  • L-Band
  • Progr.
  • Volume
  • Pan


WAVE TRACK

wave_track.png

You can assign effects to the track, regulate volume, pan, preAmplification, levels, record, mono/stereo, input and output ports from here. This is useful if you use MusE for audio recording/playback.

  • Track name -
  • 4x Effect section -
  • S button
  • Pre button
  • Preamplifier wheel
  • Amplifier button & amp level
  • Pan level and pan regulator button
  • on/off trigger
  • M button - Mute this track
  • S button - this indicates solo play
  • iR switch - select the incomming source (this must be an audio input)
  • oR switch - this can be an (audio output or a audio group)
  • Mode - this is important if you want to use the mixer automation

AUDIO OUTPUT

audio_output.png

The output is needed if you have an armed wave track or a soft synth like for example the deicsonze. First select a valid output, in case of a stereo track you have to select 2 outs. In case of a mono track with some pan effect also use to different outs. This is a bit hard to explain - just play arround with the settings.

  • Track name -
  • 4x Effect section - You can assign audio effects.
  • S button
  • Pre button
  • Amplifier button & amp level
  • Pan level and pan regulator button
  • M button
  • iR switch - select the incomming source
  • oR switch - most likely this is a alsa_output
  • Mode - this is important if you want to use the mixer automation

GROUP TRACK

audio_group.png

If you have several wave tracks filled with vocals and several others with guitar voices you can create two groups called "vocals" and "guitar". Now you can use one volume slider for both groups! This is very handy if you have to master the track so you won't have to level every single voice.

Don't forget to set the corresponding output of every vocal "wave track" to the "vocals" audio group and also cancel it's previous settings for example "out1" so that you won't hear both the audio group and "audio output1" during playback.

If you need effects for vorcals, like a chorus set it here instead of "in every single wave track"! In case of a high load this method will cost only one computation instead for every track. This is due the signals will get merged and then the effect is performed. Else a effect would have to be computed on every single track.

  • Track name -
  • 4x Effect section -
  • S button
  • Pre button
  • Preamplifier wheel
  • Amplifier button & amp level
  • Pan level and pan regulator button
  • on/off trigger
  • M button
  • S button
  • iR switch - select from all "wave tracks" and "soft synts"
  • oR switch - this is noramlly a "audio output"
  • Mode

AUDIO INPUT

audio_input.png

The "audio intput" lets you assign the input value. You have to rise the "Amplification slider" to get a signal. If in doubt try to create some input signal, check the cables for being pluged and select the corresponding oR switch so that you get the correct alsa input source. After all you should see the "amp level" flipping arround on loud signals. (even during no playback or recording session)

  • Track name -
  • 4x Effect section -
  • S button
  • Pre button
  • Preamplifier wheel
  • Amplifier slider & amp level
  • Pan level and pan regulator button
  • on/off trigger
  • M button
  • S button
  • iR switch - normally a "alsa source like the line in of a sound card"
  • oR switch - normally "audio group" or "audio output" or "wave track"
  • Mode

AUX SEND

aux_send.png

As on a normal mixer you can set a certain ammount of the signal to pass through the aux signal path where a special effect is attached like a chorus for example. The other part of the signal is performed differently. This is important because you can use the signal for a "common" effect and for special purpose things.

  • Track name -
  • 4x Effect section -
  • S button
  • Pre button
  • Preamplifier wheel
  • Amplifier button & amp level
  • Pan level and pan regulator button
  • on/off trigger
  • M button
  • S button
  • iR switch
  • iR switch
  • Mode

How to attach an effect to a WAV track.

Wave flow diagram is missing here.

What is this all good for?

Trackhead

main_window_trackhead.png

Operation tools
trackhead_operation.png

  • R - Record trigger:
    If this is selected upon record your played MIDI data will be recorded in this track. This can be done for multiple tracks at once. Using this together with the input channel and input port definition in the tracks correspondenting trackinfo field you can record from several different midi sources into several different midi channels. The advantage is when you got 2 master keyboards connected you just have to change the keyboard and each is recorded into it's own track.
  • M - Mute the track:
    When a track's M column is checked (you see a graphic then), that track is marked as Muted and upon playback will not be heard at all. Selecting this icon once again and it should be gone and then it's unmuted.
  • S - Solo play:
    Only instruments with 'S' triggered are played.
  • C - define track type:
    Defines whether the track is one of MIDI, Drum, Wave, input,...
    Right click on the C column for a track to declare the track to be of type MIDI, Drum or Wave. This can only be done if there are no parts already.
  • Track - A freely-editable track name:
    Double-click on a track's Track column will allow you to enter a descriptive name for the track, for example "Hot Lead Guitar".
  • O-Port - Define MIDI output port:
  • Ch - Define MIDI Channel:
    Midi Channel Selection: The Ch column for a track is changed by right-clicking to increment the number or middle-clicking to decrement the number.
  • T - Lock track
    (TODO)

Selecting active track:
You can select which track is currently "active" by simply left-clicking on the track name once, the selected track(s) are underlayed green. You can select multiple tracks if you keep pressed shift while left-clicking on the desired tracks.
(TODO add picture here)

It's generally a good idea to keep different instruments on different MIDI channels and it's considered common to have the drum kit on channel 10.

Change Selected Track with keyboard input:
Click on any track's trackfield to give the trackhead field the focus, then you can press:

Key Up: 	previous Track (go one track up)
Key Down: 	next Track (go one track down)

Move Track:
Left-click the track's track field and drag it up or down, after you release the mousebutton it's moved.

Create New Track:
Right-click to a place where no track is yet. Next a "Drop down" menu will rise and you can select out of 7 different types of tracks. After your selection the new track you just added will be on the last entry in the list.

Delete selected Track(s):
You can select several tracks at once an delete them. After you made your selection press "del" on your keyboard or navigate trough the "main menu bar" and click "edit - delete track" and it's removed.

Single delete:
You can also use the "Drop down menu" after a right-click on the track's track field. Click on delete track and it's deleted.

Trackdata

main_window_trackdata.png

The right pane desribes each track graphically. Time moves from left to right and is measured in beats that are referenced at the top of the right pane. Tracks are displayed vertically in boxes, called "Parts", that depict where MIDI and audio data are played.


The small sliders that are adjacent to the bottom right corner affect the view of the right pane in terms of "zooming". The vertical slider affects the height of the tracks, while the horizontal slider affects the width.


Operations that can be performed on the right pane:


To do this... ...Do this


Select Part Left Click


Select multiple parts Shift + left click


Select all parts on track Ctrl + left click


Change selected part Key left: previous part, Key right: next part

Key up: nearest part on track above, Key down: nearest part on track below 


Move locators to beginning and end of selected part Alt+P


Move part Drag with left mouse button


Create new part select Pencil tool; draw with left mouse button pressed, OR set left and right mark; double click on track


Delete selected part(s) select rubber tool; click part to delete


Rename part double click with left mouse button on part


Copy part drag with shift + left mouse button


Cut part select Cut Tool; click on part to cut


Glue part select Glue Tool; click on part to glue with next part


Edit

The Pianoroll Editor

pianoroll_editor.png


In the arranger you can draw parts and extend and shrink them. In the pianoroll and drum editor you can enter notes. In the pianoroll you can also extend and shrink notes. In the ctrl editors you can draw ctrl events. I use it for velocity a lot.

The Pianoroll displays the contents of a midi track. Notes are entered with the pencil tool, and are moved around with the arrow tool. The snap value is used to snap the notes to the grid (use no snap value to move the notes freely). Quantize is used to move existing notes closer to a defined interval (f.ex. a quarter note). For example, If one records a piece and want to adjust timing errors. Other alternatives in the menu are scale velocity, gate time modification and selection of specific events


Pressing the 'ctrl'-button in the lower left corner of the pianoroll opens the controller editor. Keyboard shortcuts and other things that can be used in the pianoroll:

Change current position Key left, Key right


Undo last change Ctrl+Z


Select all events in current part Ctrl+A


Select all events with a certain pitch Ctrl key + Left click on event


Insert silence Insert key


Change quantization & stick to value btwn 1-1/64th Key 1-Key 7


Toggle triplets on/off in quantization & stick to T-key


Toggle period (long notes?) on/off in quantization & stick to Period key


Change event color-mode E-key


Move locators to beginning and end of selected events Alt+P

The control editor is where you can edit controllers and velocity. Use the 'Sel' button to select the controller you wish to edit. The above window is an example of the velocity values for a group of notes. To edit velocity, or already existing controller values, just select the pen tool and paint in the controller pane.

(TODO some steps towards recording and editing modwheel events)

control1.png

When pressing the 'Sel'-button, different controllers will be shown based on the controllers existing in the song. If you want to add a controller not previously in the track, select the option at the bottom of the popup-menu when pressing the 'Sel'-button. This opens the dialog for managing controllers. You can add new controllers to the list as well as save and load controller sets.

The controller editor:

control2.png

To create new controller events when there aren't any existing controller events already entered can be a little counter-intuitive if you're not used to it. This is done by either selecting the pen tool and holding down the shift key while left-clicking in the controller pane, or using the line tool when left-clicking with the shift key pressed.

If you only want to edit already existing controller values, just left click using the pen or line tool. This only changes already existing controller values without creating new controller events. The above example shows editing of pan controller events.

The Drum Editor

drum_editor.png

The left pane of the drum editor displays the drum map, made up of drum instruments. When creating a drum track, a default drum map is loaded. It's also possible to load and save your own drummaps.


The different parameters for the instruments are as follows:


M
Toggle instrument mute


Sound
Name of the instrument


Quantize value
Self-explanatory. Quantize value is currently not used though


E-Note
Note inkey. This assigns the instrument to a particular key.


Len
Default len value. All events created will have this value


A-Note
The note actually played when a particular inkey is pressed/played.


Ch
The channel the note is sent to. Makes it possible to f.ex. use different soundfonts in fluidsynth from the same drum map


Port
The port the note is sent to. Makes it possible to f.ex. use different soundfonts in fluidsynth from the same drum map


LV1
Level value 1. When creating a note with left-click+Ctrl+Shift, this is the velocity value the note is given

LV2
Level value 2. When creating a note with left-click+Shift, this is the velocity value the note is given

LV1
Level value 3. When creating a note with left-click+Ctrl, this is the velocity value the note is given

LV4
Level value 4. When creating a note with left-click, this is the velocity value the note is given


To edit the particular values, you can either double click the value you wish to change or increase or decrease the value by using right and middle mouse keys. Changing port is done by pressing the right mouse button and selecting a value from the popup-menu that appears.
It can be tedious to enter the same value for many instruments, f.ex. port and channel value. To change all the channel and port values, hold down the Ctrl-button before clicking right or middle mouse button.
You can also switch the order between the instruments by pressing down the left mouse key on the name of a specific instrument, and drag it up and down.


Toggle mute:
Left click in the mute-column for the selected instrument


Change instrument name:
Double click in the sound column for the selected instrument


Change quantization:
Right/middle mouse click in the QNT-column for the selected instrument


Change E-note:
Right/middle mouse click in the E-note-column for the selected instrument


Change Len:
Right/middle mouse click or doubleclick in the Len-column for the selected instrument


Change E-note:
Right/middle mouse click in the A-note-column for the selected instrument


Change Channel:
Right/middle mouse click in the Channel-column for the selected instrument


Change Channel for all instruments in drummap:
Ctrl+Right/middle mouse click in the Channel-column for the selected instrument


Change Port:
Right-click in the Port-column for the selected instrument and select port from popup-menu


Change Port for all instruments in drummap:
Ctrl+Right-click in the Port-column for the selected instrument and select port from popup-menu


Change default level values:
Right/middle mouse click, or doubleclick in the LV1-LV4 columns


Note: It's possible to only view and edit the velocity of one particular drum-instruments (this can be quite useful when you f.ex. want to edit the hihat only). To do this, open the controller pane (press 'Ctrl' in the bottom left of the editor) and then select a particular instrument by clicking left in its sound-column


Notes are entered using the pen tool and holding down ctrl, shift or ctrl+shift (to give them the different default level values). Currently, there are not a lot of functions in the drum editor. It's possible to copy, move and delete events, as in the arranger and pianoroll. You can also select all notes of a particular instrument by ctrl+left-clicking on a note.


To set all selected drum notes to a particular length (the default lenght in the Len-column in the left pane), press Alt+L. Can be useful with particular soundfonts where the sound dies as soon as the note ends.

The List Editor

list_editor.png

The list editor is very useful to find and modify notes played in a part. Every midi event is seen in a timeline of events. Because there are so many different types used for MIDI this is split in several tools:

  • Note
    Add notes to your song.

list_note.png

  • Sysex
    Add sysex commands. Sysex are also called "System exclusive data" because with this system you can transfer real data not only music related things. For example you can use sysex to update your synthesizers boot rom.

list_sysex.png

You can use the sysex editor to write your own sysex commands: If you don't know anything about sysex i recommand to have a look in the documentation which was hopefully supplied with your synthesizer. If you use the software synthesizers you should search their documents for hints on commands and controllers used.

Here are some example codes which were used with success:

F0 41 10 42 12 40 00 7F 00 41 F7    - GS Reset
F0 41 10 42 12 40 00 04 7F 3D F7    - Master volume 100%
F0 41 10 42 12 40 01 30 03 0C F7    - Hall 1 reverb
F0 43 10 35 01 12 00 06 12 F7 - set pan on a TG55

If you want use a sysex command just paste the code above into the sysex code field and hit return. Only paste the command not the description on the right.

The following commands are the same:

F0 41 10 42 12 40 00 7F 00 41 F7
f0 41 10 42 12 40 00 7f 00 41 f7

TODO: Example with software synthesizer wanted. best internal ones of MusE or zynaddsubfx!

Note: You can also use the alsatool "amidi" from console to send SysEx commands.

  • ctrl
    (adds controllers)

list_ctrl.png

  • meta
    (TODO what is meta?)

list_meta.png

  • channel aftertouch
    (TODO what is this?)

list_channela.png

  • key aftertouch(TODO what is this?)

list_channela.png

Note that the "list editor" always refers to the selected track. To use the "list editor" with a different track you have to close it and reopen it from the other track.

The Mastertrack Graphic Editor

mastertrack_graphic.png

With the "Mastertrack List Editor" you can change the BPM used while for playback of you song. Possible resolutions are:

  • 1 bar
  • 1/2 bar
  • 1/4 bar
  • 1/8 bar
  • 1/16 bar

So assume you set it to 1/16 you can control speed very exact. This is interesting if you want to increase playback speed of your song to have a nice slow intro and then get into a heavy and fast song.

Edit tools Interface:
mastertrack_graphic_int1.png

  • Undo:
    Undo last Change
  • redo:
    Redo last Undo
  • Pointer:
  • Pencil:
  • Rubber:

Enable Master Interface:
mastertrack_graphic_int2.png

  • Master button:

Info Interface:
mastertrack_graphic_int3.png

  • Cursor:
  • Snap:
  • CurPos:

The Mastertrack List Editor

mastertrack_list.png

Midi Transpose

midi_input_transpose.png

You can transpose a selected midi track in halftone steps up and down.

With the time option you can shorten the affected selection. If it's set to all the markers don't have any influence. If it's set to between markers the two red markers will be used to determine how much is affected between them.

In the parts section you can select all which then will transpose all tracks even if you only selected one! If you set all in selected tracks only the ones you selected will be affected.

Midi Transform

The new midi controller handling is not supported

  • Midi Input Filter
  • Midi Remote Control

dedicates some keys of your master keyboard to remote control some MusE transport functions. This is handy in a midi recording session.

midi_input_transform.png

Transport Panel

transport_panel.png

This panel is very usful to operate on the song you're just creating. You can set several important settings from there with a few clicks.

Invoke transport panel:
There are two ways. Click in the "main menu bar" on "view - transport panel" or simply press F11. Do the same again to get rid of it.

Move the transport panel:
You can drag'n'drop this window. Just "left-click + hold mousebutton" on one of the blue fields which are one the left or right. Next move it to your desired position and release the mousebutton.

Using the transport panel:

  • Rec mode:
    You can select one out of 2 different modes. Overdub (TODO) will and replace will (TODO).
  • Cycle Rec:
    You can select one out of 3 different modes. Normal, Mix, Replace. (TODO)
  • Punchin:
  • loop:
  • Punchout:
  • Left Mark:
    Shows the current position of the left cursor interval mark, also known as the left loop marker. You can position this mark using any of three ways: use the spinner control next to this field to change the field value, or left-click on the field and enter a numeric value, or middle-click on the timeline at the top of the right pane.
  • Right Mark:
    Shows the current position of the right cursor interval mark, also known as the right loop marker. You can position this mark using any of three ways: use the spinner control next to this field to change the field value, or left-click on the field and enter a numeric value, or right-click on the timeline at the top of the right pane.
  • digit field 1 and 2:
  • global lied scrollding:
  • start
  • rewind:
  • forward:
  • stop:
  • play:
  • record:
  • AC:
  • Click:
  • Sync:
  • time and bar:
  • Tempo/Sig:
  • Master:


If I take the example of the old tape recorders you could press play _before_ the place you where going to record, and the recording wouldn't start until the place where you pressed punchIn...this way you could hear the song before you where going to start recording, to get the tempo correct and so on. I'm not 100% sure how this works in muse (probably the way it works in Cubase, but I can't remember exactly how it works there ;) i just tried it and it's the loop markers that control when recording starts. you can start recording early, but the actual recording won't be done until you go past the left marker (punchIn) and if punchOut is also enabled, recording will stop at the right marker.

Bigtime Window

bigtime_window.png

The bigtime window displays the current position in the song, in other words this would be equal to the position of the red cursor. Bigtime can be used for a better orientation in the song. No futher changes can be made in the bigtime widget.

Notation: The upper one is:

measure:beat:tick

The lower one is:

hour:min:sec:frame

Mixer

mixer.png

The Mixer acts as master interface for mixing down the song. Based on each tracktype you can create routings for midi and audio.

This are the current supported track types:

You can see the mixer as a combination of all track's mixer values. All specific changes can be made also on each track's trackinfo field. The advantage is that you can use it very easy and all audio levels (during playback and recording) can be seen on a comon interface.

Note: AudioGroups are quite good represented in the mixer, so check this out during a record.

Routing

Since you should not (but partially can) use external programs like qjackctrl to direct audio and midi routing MusE offers a basic "audio routing interface".

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Cliplist

If you import a wave file or record some audio a part is created for this wave. The part contains a Clip and the Clip points to the wave file. If you cut the part, a new Clip is created which points to a different part of the same wave file. The Cliplist helps to keep track of your wave files and your Clips which are referencing to the waves.

cliplist.png

Marker

Marks can be used to enhance your productivity by improving general overview. Adding marks will give you some power in creating many different categories like chorus, refrain, interlude, prelude and much more. To add marks quickly you can press shift and click with the left mouse button in the time ruler on top of the trackdata area, shift + right clicking will remove a marker.

marker2.png

You can also use the Marker editor to add, remove and modify marks properties. The Marker editor can be launched from the View menu or by pressing the F9 key on your keyboard.

marker.png

Structure

Global Cut

Die ``Global Cut-Funktion enfernt auf allen Spuren den Bereich zwischen der linken und rechten Marke. Nachfolgende Events rcken dabei auf. Auch Markerposition und Tempoevents werden dabei verschoben.

Lediglich stumm geschaltete Spuren werden nicht bercksichtigt.

Global Insert

Mit der ``Global Insert-Funktion kann ein leerer Bereich eingefgt werden. Der Bereich wird an der Position des linken Markers eingefgt. Die Dauer des eingefgten Bereichs entspricht dem Abstand zwischen linker und rechter Marke. Marker und Tempoevents hinter der Einfgeposition werden entsprechend verschoben.

Stumm geschaltete Spuren werden nicht ver�dert.

Global Split

Die ``Global Split-Funktion entspricht der Scheren-Funktion fr einzelne Parts. Im Gegensatz zur Scheren-Funktion wird jedoch nicht ein Part, sondern alle Parts an der aktuellen Lokatorposition geschnitten. Dies gilt nicht fr stummgeschaltete Spuren.

Copy Range

Mit der ``Global Copy-Funktion k�nen komplette Teile eines Songs an eine andere Stelle kopiert werden:

  1. stellen Sie die linke Marke an den Anfang des zu kopierenden Bereichs
  2. stellen Sie die rechte Marke an das Ende des zu kopierenden Bereichs
  3. setzen Sie den Lokator an die Einfgestelle
  4. w�len Sie ``Copy Range aus dem ``Structure Men.

Wie bei allen anderen Strukturkommandos werden stummgeschaltete Spuren nicht bercksichtigt.

Cut events

Wenn ein Part geschnitten wird, dann werden Events, die ber das Partende hinausragen, z.B. lang gehaltene T�e einer Synthesizer Fl�he, nicht verkrzt. Mit der ``Cut Events-Funktion kann genau das erzielt werden. Die Funktion wirkt nur auf alle selektierten Parts.


Transpose

(see the section a few steps above)

Midi Input Transform

(see a few sections above)

Midi Input Filter

midi_input_filter.png

Midi Remote Control

midi_remote_control.png

This feature is very handy because you don't have to click record and play all the time.

How to use:

  1. Actervate this feature "midi - midi pluguin - midi remote control" with clicking "On", specify the keys you want to use and close the window.
  2. Now create a new track and add a part. Next press the keyboard key you assigned for play and it should play. Same with the other specified keys.


Reset Instrument

Init Instrument

Local Off

Audio

Bounce To Track

After you made a nice drumloop or leadsound you probably want to record the high CPU eating livesynthesis into a track. This may be because you want to use the same synthesizer you just used to make this drumloop or leadsound for something else. Next time you can play the audio from track and don't need the synthesis anymore so you can use the CPU power for other things like LADSPA plugins attached to the new wav track.

This is useful if you got only a certain amount of CPU power. Because if you use tons of softsynths all recorded info several audio channels with certain effects attached you will get into trouble even with > 3GHz and 2GB ram and such ;-)

Example:

  1. Target must be a Wav track, if you don't have one then use 'edit' -'add track' - 'add wav track'
  2. Check your range use [ and ] to determine the parts
  3. Now press record and play

Bounce To File

This feature aimes to be an easy audio recording tool. It differs slightly from Bounce to Track because you save the audio stream into a file not into a track. Use this to export your work into a wav file.

Example:

  1. adsf

Restart Audio

Sometimes audio sucks so this would be the right time to restart it. This is also a nice feature to restart MusE because the time i tested it it usually crashed - restart ;-)

Automation

Mixer Automation

Take Snapshot

Clear Autotmation Data

Settings

Global Settings

Gui refresh rate:
100/sec would be 100 updates each second.
Probably more than the monitor can handle so it's probably a bit often.

I just tried, and it seems to be that way. 2/sec is lowest allowed. To be honest the default seems to be the best :) Lower and the meters look sluggish, put it up to 50 and the meters are blinking all over the place. (rj)

Configure Shortcuts

This is a very important feature in MusE which gives you the possibility to add/change your favorite shortcuts. Simply have a look at it and you get the idea.

Note: You can also use this tool to look up common shortcuts. But there is also a list in the appendix of this manual and MusE should have also a file README.shortcuts

The Metronome

metronome_config.png

The metronome can operate in two modes:

*Midi out (for external synthesizers with drum sounds)
*Audio beep (if you want to use your computer to produce the sounds)

You can use both modes at once altough this does not make sence since a normal setup won't benefit from this.

Audio beep:
Go to the metronome settings and select audio beep, click apply and cancel or simply ok which does the same. (You don't need to be in record mode, the metronome in both modes should also play during normal playback.

Note: Secondly, make sure that the [Click] button in the Transport Panel (Function key F11) is activated or you won't hear anything.

Since the audio metronome relies on audio output, make sure that the Out track is connected to jack. You can check the connection settings in the "routing" dialog found in the "mixer" dialog (Function key F10).

Midi click:

Measure Note: note emitted (first note/bar)
Measure Velocity: velocity of the measure note
Beat Note: note emitted (the other 3 notes/bar)
Beat Velocity: velocity of the beat note
Midi Channel: Normally (midi channel 10)
Midi Port: Output Port (serial midi hub/soundcard/usb midi hub)

Precount
Nothing in this section works. That includes precount, prerecord, and preroll.

Midi Sync

midi_sync.png

MusE allows for syncronizing with external equipment using Midi Clock. MusE can work as either master where it "steers" syncronization by sending clock and MMC (Midi Machine Code) over midi. In slave mode there is an external system (probably a hardware synth or similar) that supplies the timing information.

  • In Slave-mode the Sync Source must be set to receive Midi Clock and MMC from the device on the port that sends this information, by default all devices (127 = all devices) and all ports are allowed.
  • In Slave mode the Sync Gen Midi Clock and MMC can be enabled, in most cases both should be enabled. It is very important to setup the Port and Id (127 = all) settings correctly. Note that the default setting for Port is 2 which corresponds to Midi device 2 in the Midi Ports/Soft Synth dialog. Make absolutlely sure that this is port corresponds to the port where the sending device resides.
  • Please note that none of the MTC settings in this dialog are currently operational

Midi File Export

midi_file_export.png

Format:
-multiple tracks
-single track
I think this is quite selfexplainatory.

Division:
...

Copyright:
Write your name here if it's your work. You can also simply skip this.

Enable extended smf format:
...

Appearance Settings

Midi Ports/Soft Synths

midi_ports_soft_synths.png
(this image should contain MusE's softsynths, TODO)

With this tool you can connect MusE with internal/external synthesizers to make them accessible in MusE. To add a device, select the device in the Device Name dropdown. Optionally an instrument type can be selected. The Instrument is defined in a IDF(Instrument definition file). Most instruments work with the generic midi mapping, additional functionality, patch information and such may be available by selecting a specific instrument definition. For internal softsynths the Instrument definition is handled autmatically and hence not available. IDF files for additional devices can be created, and we encourage people to try it, please send us any non available IDF files.

After you have added your device, don't forget to select the port in the arranger midi track to enable output from the track to the specific device.

Add a internal softsynth: On the botton of the screen you see a button "Add Instance" above this you can select one of the synthesizers and then click "Add Instance". From now on your just added synthesizers should be in the list on the right which is labeled "Instances". Now go up to "Midi connections" and search an empty Device slot which is usually named "none". Clicking "none" will open a "drop down menu" in which you should select the synthesizers instance which we had just added. After this you can probably check the 'button' in the GUI field and the interface from your new synthesizers should pop up.

Close this screen, go back to MusE's main screen and add an track. Click on the O-Port and select the synthesizer we just added again. It's done, play arround with it.

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