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BESTSELLERS BESTSELLERS BESTSELLERS

PlayStation.

Precautions

* This disc contains software for the PlayStation® home video game console. Never use this disc on any other machine, as it could damage it. * This disc conforms to PlayStation® specifications for the European market only. It cannot be used on foreign-specifi- cation versions of PlayStation®. * Read the PlayStation® Instruction Manual carefully to ensure correct usage. * When inserting this disc in the PlayStation®, always place it label side up. * When handling the disc, do not touch the surface. Hold it by the edge. * Keep the disc clean and free of scratches. Should the surface become dirty, wipe it gently with a soft cloth. * Do not leave the disc near heat sources or in direct sunlight or excessive moisture. * Never attempt to use a cracked or warped disc, or one that has been repaired with adhesives, as this could lead to operating errors.

Health Warning

For your health, rest about 15 minutes for each hour of play. Avoid playing when tired or suffering from lack of sleep. Always play in a brightly lighted room, and stay as far from the television screen as possible. Some people experience epileptic seizures when viewing flashing lights or patterns in our daily environment. These persons may experience seizures while watching TV pictures or playing video games. Even players who have never had any seizures may nonetheless have an undetected epileptic condition. Consult your doctor before playing video games if you have an epileptic condition or immediately should you experience any of the following symp- toms during play: dizziness, altered vision, muscle twitching, other involuntary movements, loss of awareness of your surroundings, mental confusion, and / or convulsions.

PIRACY

The unauthorised reproduction of all or any game part of this product and the unauthorised use of registered trademarks are likely to constitute a criminal offence. PIRACY harms Consumers as well as legitimate Developers, Publishers and Retailers. If you suspect this game product is an unauthorised copy, or have any other information about pirate product, please call your local Customer Service number given at the back of this Manual.

See back page of this manual for Customer Service Nos. and Games Hotline Nos. |

© 1999 Jester Interactive and The Codemasters Software Company Limited. ("Codemasters") All Rights Reserved. "Codemasters"® is a registered trademark

of Codemasters Limited, For home use only. Unauthorised copying, adaption, rental, lending, re-sale, arcade use, charging for use, broadcast, cable transmission, public performance, distribution or extraction of this product or any trademark or copyright work that forms part of this product are prohibited

Developed by Jester Interactive. Published by Codemasters. Private and domestic use only.

"Where's Jack The Ripper" composed by Grooverider, Written by Ray Bingham, Published by Clevertogs Limited/Chrysalis Music Limited

"Double Flash" composed by Leftfield, Written by Neil Barnes and Paul Daley, Published by Hard (UK) Hands Publishing Limited / Chrysalis Music Limited All rights of the producer and of the owner of the compositions reproduced in Music 2000 are reserved. Unauthorised copying,rental, lending, public access or access for fee, public performance or display, printing off, broadcasting, networking and cable transmission or supply OF THE COMPOSITIONS is prohibited

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Please read before using this product

Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life.

Such people may have a seizure whilst watching television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures.

If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to using this product.

EPILEPSY WARNING We advise that parents should monitor the

use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, immediately discontinue use and consult your doctor.

Precautions to take whilst using this product

¢ Don't sit too close to the television screen. Make sure you are a good distance away.

¢ Preferably play the product ona small screen.

¢ Avoid using if you are tired or have not had much sleep.

¢ Make sure that the room in which you are playing is well lit.

¢ Rest for at least 10 to 15 minutes each hour that you play a video game.

i ROYALTY-FREE LICENCE

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You are entitled to a world-wide royalty-free licence to make, use, sell, distribute and publish any works that you create with music 2000" or using any audio or video components of Music 2000" provided that any such works are clearly marked on the media or packaging with the above MUSIC 2000" logo and that you have posted to us acknowledgement of your intended use.

This acknowledgement should be in the form of brief details about the works you have cre- ated and contact information and should be posted to:

music 2000" Registration Dept., P.O. Box 6, Leamington Spa, Warwickshire, UK.

This licence does not include the right to use any recordings or components of ‘Music 2000” in any commercial music or video creation product. No licence is granted in respect of the original compositions by Grooverider and Leftfield.

TUTORIAL

Congratulations and thank you for buying music 2000". i

You don't need to try and digest the whole manu- al now, but we suggest that you read through this Tutorial section. In this section, you'll find details on the on-line help, as well as the new menu sys- tem. Together, these features should allow you to navigate through Music 2000" with ease.

Getting Started

Do not insert or remove peripherals whilst the Console is turned on.

Please ensure there are sufficient free blocks on your MEMORY CARD before commencing play

Loading and playing a demo song.

music 2000" comes with several demonstration songs. These give you an exam- ple of the diverse range of music you can make, and also allow you edit, remix and examine the tracks, which have been written by a number of different musicians. All these songs also contain a full video, which you can edit and examine.

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Right, so how do you play one of these demo songs? Firstly, a quick guideline - throughout music 2000", the X button carries out an action, the A button takes you back to a previous menu, and the O button gives you a full menu of choices.

Once you have started music 2000" and chosen your language, you will find yourself on the main track screen. Press the A button to move onto the top menu. Here you can choose between the different modes in this product. Move right until the ‘Load and Save’ option is flashing. Press the X button to go into the Load and Save’ screen. Here you will see all the songs/videos that are supplied on the disc. Move over one of the songs, and press the X button to select the track, and then again to load it in. Press the X button again to load in both the video and the music.

Once the song is loaded press the X button to acknowledge that the file has loaded OK then press the A button to return to the top menu, and select the ‘Song Track’ option. You will now see the song on the screen. Press the START button to play the song. The START but- ton will also stop the song playing. To watch the video as well, go back to the top menu, choose

Video Track’ and again press the START button to play the song. You will see the video playing in a box on the screen, but you can make it fill the whole screen by pressing the @ button. Pressing the button again will return the video to the normal size.

You can repeat this process to play any of the demonstration songs.

Creating your own new song

Firstly you need to make sure that you don't have a song or video loaded in. If you have just turned on your Console, you will be alright, but if you have loaded in any of the demonstration songs, you will need to clear the music and video. To do this, go to the top menu (using the A button) and select the ‘Options’ menu. Then select ‘Clear All’ to delete all music and video so we can start from a blank canvas. Go back to the top menu, and select the main ‘Song Track’ option.

Making a song is very simple. Press the O button, and you will see a menu appear. Choose the ‘Riff library’ option (note that there is a shortcut to this option displayed in the menu, which you can use later to save you time. The particular shortcut is the El button). You can now use the up and down Directional buttons to move up and down each

list of riffs, and you can use the left and right Directional buttons to change the section you are in. If you keep going to the right, you will see there are lots of different sections, split into Beat, Drum n Bass, House, Rock, Techno and Trance.

Tip: Jump to the next genre by holding down the SELECT button and moving left or right.

Press the START button to listen to any of these riffs. If you'd like to put one into your song, then press the X button.

You can now place the riff you've chosen into your song. Move around the screen with the Directional buttons, and press the X button to place the riff wherever you want I'd suggest putting it onto track 1 (at the top left hand side of the screen). Note that you can put it down as many times as you want. If you make a mistake, press the D0 button to delete it.

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To play your song, hold the left Directional button down until you are at the left hand edge of your song, and then press the START button. When the timer reaches your riffs you will hear them play. Press the START button again to stop the track playing.

You can now repeat this process, pressing the button as a quick shortcut to go into the library. Try putting a bass-line down first, and then a drumloop underneath it, and then a melody. You're making music!

Getting started in Music Jam mode.

Music Jam allows 1-4 players to ‘jam’ together. For more than two players, you will need a Multi Tap.

Each player selects a template, which is a set of riffs, one for each button on his Controller. You can play a riff by holding a button down. If you want to loop any of the riffs (all the riffs on the X, O,O and A buttons are designed for this), you can press the START button at the same time as the button you want to loop. Let go of the buttons, and the riff will loop indefinitely, in time with all the other music. To stop a loop, just press the button again.

The samples on the &, ©, Gl and & buttons are designed for tapping and holding down.

The Directional buttons affect the different samples - left and right stop the main loops and play an instrumental break, up and down alter the volume. If the up and down Directional buttons are pressed when a @, ©, I or @ button is held down (in normal mode) it will alter the volume of the sample up or down. If the left and right Directional buttons are pressed when a 1, ©, I or & button is held down it will alter the pitch of the sample up or down an octave.

Any player can load in a different template at any point, whilst the other players are still play- ing. Use the SELECT button to bring up the menu. You can also alter the sounds for any indi- vidual button (you can even load up your own riffs), or choose ‘cycle button sounds’ to rotate all the players clockwise, so that everyone gets the sounds from one of the other players.

FULL MANUAL

Important Information

¢ Please note that if you save a jam session using your own riffs, you must load back in both the riffs and the jam session. Failure to do this will cause problems.

¢ Also, please avoid recording jam sessions using riffs that you have created using the sample editor. Such sessions will not load into the product.

* Please do not continue to insert files into a song once you have noticed the memory has run out. This may lead to problems.

¢ Further instructions on items such as loading/saving can be found in the on-line help sections within the product.

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Language selection

The first screen you will see after watching the Codemasters / Jester Interactive logos is the language selection screen. Here you can choose between the different languages offered in music 2000". Choose wisely, or things may get a little hard to understand. Use the left and right Directional buttons to move between the options, and press the X button to select a language.

The main screen layout

At the top left of the screen, you will see the six main menu icons, which are :

Song Track: This is where you create and play songs

(ms Video Track: This is where you create and play videos

c% Music Jam: This is where you can jam with 1-4 players Load and Save: Use this to load and save songs and information CD Player: This lets you play audio CDs, and also record samples from them Options: This allows you to clear songs and videos, as well as giving you information on the current song / video

At the top centre of the screen is a small box which tells you the current tempo (beats per minute) of your song, as well as a graphical display of which beat is currently being played.

The top right part of the screen tells you the name of the currently loaded song, along with the current position within the song (in number of bars). It also shows you the length of your song (in hours, minutes and seconds), and below this the current time within the song. On the right hand side of this box are four coloured bars. These give you details on the memory usage of your Console as follows :

Bar 1 (Blue): this is the amount of sound memory taken by the currently loaded samples, if you reach the top you have filled the allocated space. Bar 2 (Light Blue): This is the amount of Console memory used by song and video data

Bar 3 (Red): This is the amount of video memory used by the loaded clips Bar 4 (Pink): This tells you if there is enough room on your MEMORY CARD to save your song / video

There is an information line below the menu icons, which displays information on the current screen and action.

Most of the screen is taken up with the song track display. There are 24 channels which run verti- cally. If you hold the down button, you will scroll through the channels. Each channel is 999 bars long (more than enough for even the longest of songs), and is split into boxes. Each box repre- sents a bar of your song, and every four bars there is a light blue box to represent the start of each four bar section. There are scroll bars on the right hand side and also below the main track display, which show whereabouts within the screen you are. Under the track display are num- bers which display the bar number of each bar on the screen. As you may have guessed, time moves horizontally. The start of your song is atthe left hand side of the screen, and as your song plays, the song will move to the right.

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Controls in) Mouse Movement Ke) >) Move cursor around the

: tet screen / menus You can use either a Digital Controller to ©

move around the screen, or a Mouse. Display the menu

for this screen

Shortcut buttons (you don’t need to use these, but they provide instant access to certain functions)

Go back to the previous menu

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menu for this screen

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‘Shortcut for editing areas Delete

aiff When you insert a Mouse into a

Controller port, a mouse pointer will automat- ically appear, which you can then control using the mouse. You can use a Mouse anda Controller at the same time.

Move around the screen / menus Audition a riff

or play song

Online Help

Wherever you are within music 2000", you can press the O button (or right mouse button) to display a menu. This menu will show you all the different options you have at the current point. You then simply move up and down the menu, and choose the option you want.

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If you would like some more information about any of the options within a menu, move down to the ‘Help’ option at the bottom of every menu. Clicking on this will allow you to choose which item you'd like help on. Click whichever option you want, and it will display a full description of what the option does. This is a great way of learning about the more advanced features of music 2000".

Redo / Undo

lf you accidentally make a mistake, and per- form an action you didn’t want to do, most menus have an ‘Undo’ option. Selecting ‘Undo’ will reverse the last action you made. If you then decide that you did want to perform the action, you can click on the ‘Redo’ option, which will reverse the ‘Undo’ option.

Volume

Underneath the 24 channels are four more channels, each of which has a specific function. The first is the volume channel. The very first bar here can be used to set the volume for the entire song. Clicking on this bar will allow you to choose the initial volume (at the start of your song), and the final volume (at the end of your song). This allows you to fade your song up or down. If you just want to alter the volume throughout your song, change the start/end volume.

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If you click on any bar other than the first, you will then be asked to select a range of bars, and again you can alter the start and end volumes for your selection. For example, if you wanted to fade out your song over the last four bars, move to the fourth bar from the end, press the X button, move to the final bar (doing this causes the final four bars to be selected) and press the X button again. You can then set the start volume to 100, and the end volume to 0. Your song will then fade out over the last four bars.

Reverb

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Underneath the volume channel is the reverb channel. Reverb is an effect which is similar to clapping your hands in a large hall - the sound seems to hang in the air for a while, and this is the kind of effect that you can alter here.

The first bar allows you to set the reverb setting for the entire song. You can change the type of reverb to any of the following standard settings : Room, Studio A, Studio B, Studio C, Hall, Space, Echo, Delay and Pipe. For each reverb type, you can alter the

depth, delay and feedback rate.

If you want the reverb to alter over a number of bars, click on the first bar, and then move over and click on the last bar of the sequence. You can then set the depth, delay and feedback settings for both the start of the sequence, and for the end of the sequence. These will then automatically change as the sequence plays.

BPM

Underneath the reverb channel is the BPM channel. This allows you to set the tempo (number of beats per minute) of your song. The first bar allows you to set the tempo for the entire song. If you want a constant tempo, alter the start/end setting. Otherwise, you can get the song to speed up or slow down by changing the start and end tempos. If you want your song to speed up or slow down over a number of bars, you can select the first bar, select the final bar, and then set the start and end tempos.

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Transpose Key

The track at the very bottom is the transpose key track. This is a really useful track that allows you to change the key of all the music. To use it, select the bar you want to transpose, and then choose the key you want.

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Most of the standard riffs are in the key of 'C’, so a very simple key change is to cycle repeatedly between C, F, G and then F again. If you don't want to alter the default key, choose the icon on the left. You can also specify whether you want the key to be changed into a minor or major key. Select ‘None’ if you want to leave the minor/major notes as they were by default. Please note that you need to select the key to transpose to before placing the riffs into that bar.

World View

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If you go to the menu from the song track screen, and choose ‘World View’ you will be able to see all 24 channels on the screen at once, as well as 50 bars as opposed to the standard 18. This can be very useful to get an overall view of your entire track, and to see how it is working. To get back to the normal view, go to the menu, and select ‘Cancel World View’.

MAKING A SONG USING RIFFS Introduction

Making a song using the riff library is very easy, essentially placing musical building blocks together. There are so many different riffs in the library, and so many different combinations, that you may well never want to try out anything other than this section.

The riff library

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There are over 1000 different ‘riffs’ which are split into different musical styles and sections. There are two ways of going into the riff library from the standard song track screen - either via the menu (press the O button, and then choose ‘Riff library’) or using the shortcut, which is the & button.

Within the riff library, the top word is the style of music (Beat, Drum’n’Bass, House

etc) and below that you can see the type of riff (Bass lines, Drum loops, Melody etc..).

Moving left and right will change the type of riff. If you keep moving in one direction, you will move into a different style of music, and eventually you will get back to where you started. Moving up and down will allow you to see all the different riffs within a section. If you want to hear (audition) a riff, simply press the START button, and it will demonstrate the riff for you. If you are happy with a riff, and want to place it into your song, press the X button to load it in.

Placing a riff into your song

Once you have loaded a riff in, you will find your- self back on the song track screen. You can move around the screen, and press the X button to place a riff into your song. Note that riffs can be between 1 and 8 bars long, and also some of the more complicated riffs can use several channels. Therefore, if at any point, you can't place your currently chosen riff into the song, it may be that it doesn't fit at the current point. Move to a different place and try again. With a little bit of practice, you will see how this works. You can place any riff in any position. Placing

two identical riffs next to each other horizontally will cause the riff to play twice in succession, and placing two identical riffs underneath each other will play the riff twice as loud.

Playing the current song

You can press the START button to play the song from the current point. The START button also stops a song playing. If you want to hear the song right from the start, hold the left Directional button down until you reach the start of the song, and then press the START button to play it. You can also ‘Go to song start’ and ‘Go to song end’ via this menu.

Deleting riffs

If you want to delete a riff, simply move over its icon, and press the O button.

Copying and pasting riffs

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You can copy and move an area of any size - from just one bar, to a large block of bars. Firstly, move to the top left hand corner of the area you want to select.

You can select an area in one of two ways. Either press the O button to bring up a menu, and choose ‘Area Selection’, or press the SELECT button, which is a shortcut. Now move to the bottom right hand corner of the area you want. Pressing the O button will now bring up the menu. You can choose to copy the area (leave the original selection there, and place a copy somewhere else), cut the area (delete the original selection, and place it somewhere else), or join riffs (which allows you to merge a number of riffs into one big riff).

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If you have chosen to Cut or Copy, you can then move the selection box to wherever you want to place your selection, and press the X button to place it.

Changing the volume of riffs

To change the volume of a riff, move over the riff you want to change, and choose ‘Change riff volume’ from the menu. To alter the volume throughout the riff, change the start/end section. Otherwise, you can set the start and end volumes in order to make the riff get louder or quieter. The maximum volume of a riff is 100. If the riff still isn’t loud enough, either lower the volume of other riffs in your song, or place an identical copy of the riff below it. This will instantly double the volume.

Riff palette

Once you have used a riff once in your song, it will be placed into your Riff palette. You can bring this up by pressing the & button, or by choosing ‘Riff Palette’ from the menu. This makes it quick and easy to find a riff that you have already used. If you create your own riffs, they are also placed here.

CREATING YOUR OWN RIFFS |

Introduction

mUSic 2000" gives you the facility to create your own riffs, note by note. There are over 2000 individual instrument samples for you to use (each one of which has been recorded three times, at different levels of quality). You can also record samples from any audio CD, which you can also use instead of a standard sample (see section 4).

Starting a blank riff

On the Song Track screen, either press the button, or go to the menu and choose ‘Riff Editor’. You will then be able to move left and right to decide how long you want your riff to be - as little as 1 bar, or as many as 8 bars. You can also decide how many channels you want your riff to use. For most tunes and bass-lines, you will only need one, but if you want two notes to play at the same time, you will need to use two channels, and so on. The maximum number of channels you can use in one riff is twelve. Once you are happy with the size of your riff, press the X button to enter the riff editor.

You will see a screen which isn’t as complicated as it may look ! On the left hand side are the numbers 1 to 6, which represent octaves of a keyboard. The current octave is highlighted. Next to these numbers are a representation of the keys of a piano. It is essentially a piano on it's side which is six octaves long. In a similar way to the standard song track screen, time goes from left to right. Don’t worry about the icons on the right hand side of the screen for now - they provide lots of advanced effects which you won't need to use at the moment.

At the bottom of the screen are the channel numbers. Most of the time, you will only use one channel, but if you are making more

complicated multi-channel riffs, the currently selected channel will be highlighted.

There are a vast number of different instruments which you can choose from. You can either press the I button to go straight into the sample library, or else press the O button to enter the menu, and choose ‘Sample library’. This works in a very similar way to the riff library. Move left and right to change the type of sam- ple, and then up and down to see all the samples within a particular section. The START button demos a sample, and once you are happy with a sound, you can choose to load a sample at one of three different rates. A sample rate affects the quality of the sample - 11 kHz is the lowest quality, and 44 kHz is the highest quality. However, using a high quality sample takes up more memory, so if you are making a complicated song, you won't want to use 44 kHz samples all the time, as this may result in you hit- ting the limits of memory, and not being able add any new samples. You might find it easier to use

22 kHz for everything, which provides a good balance between quality and memory use.

Putting them into the loaded sample list

Once you have chosen a sample rate to load in, you will be shown a list of all the samples you currently have loaded in. If you have used any standard riffs in your song, the samples used will be in here already. Choose a blank slot for your sample, and press the X button. Note that you can replace existing samples with the new sample you have just chosen. For example, if you don't like the current bass sample, find a new bass sample, and replace the current one in the sample list.

Recording

There are two ways to record a riff; step-time, and real-time. In step time, you place the notes wherever you like, and then press the START button to hear the riff.

Step-time record

Use the Directional buttons to move around the riff, and place the instrument with the x button. Move up and down to alter the pitch of the sample, and if you move up past the highest note of the keyboard and return to your original position at the bottom you have risen a whole octave. Similarly, moving down when you are at the bottom of the riff will decrease the octave. Moving left and right alters the timing of the note.

The lighter coloured squares show each beat of each bar (there are four beats in a bar). The best way to understand step-time recording is to place a few notes in at differ- ent places, move to the left hand side, and press the START button to play the riff. If you make a mistake, you can press the 0 button to delete a note, and holding down the button whilst moving right, makes the note hold for a longer amount of time.

Real-time record

If you would rather use your own rhythm to tap the notes in, choose ‘Realtime recording’ from the menu. Move up and down to alter the pitch of a note, and then press the X button at the right time to enter a note there. If you make a

mistake, you can press the O button to delete a note. Pressing the @ button will allow you to practice your timing and pitch without actually entering the note into your riff. You can stop real-time record by pressing the START button.

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For each note, you can alter any of the note parameters. A word of caution - these are not for beginners. Don’t think about using these until you are confident with the riff editor. There are two ways of entering the note parameters section - either pressing the button, or selecting ‘Note Parameters’ from the menu while highlighting the note you wish to edit.

Note muting You can use this to mute (silence) a note. When the icon is red, the note has been muted.

Note pitch-bend This applies pitch-bend to the note. You can use this to bend the pitch between two notes.

AM Channel (Low Frequency Oscillator) This is a very advanced effect. When you choose this, a new channel will be created. Anything you place into this new channel will not be played as normal. Instead, the volume of whatever is placed in the new channel will directly alter the pitch of whatever is placed in the current channel. Try it and see!

Note volume This allows you to alter the volume of the note.

Note repeat

This allows you to repeat a note very quickly, allowing you eight subdivisions within one of the blocks. Move left and right to change the subdivision, and move up and down to alter the status. A yellow block means that the note will play with reverb, a red block means the note will play without reverb, and a black block means that the note won't play.

Note vibrato

There are two settings for the vibrato of a note (the wobbling in pitch of a note). The first is the vibrato depth, and the second is the vibrato speed. These control respective- ly the amount and the speed of the wobble.

Note sample start

This controls the start point of where a sample starts playing from. For example, if you have a vocal sample that says ‘coming soon’, you can alter the start point so that the sample just says ‘soon’. Use of this can create some fantastic new effects from existing samples.

Note effect

There are a large number of different effects that you can use on a note to make it sound a little different. Choose the effect you want from this menu. The best way to understand the dif- ference between the effects is to try them all. If you don’t want an effect, choose ‘None’.

Envelopes

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Note volume envelope

This is a very advanced feature which lets you manually alter the volume envelope of a sam- ple. On the graph, time goes from left to right, and the vertical scale is the volume. Therefore, you could make the sound start really loud and then tail off, or start quietly and then get louder. Use the menu to choose from a number of default envelope shapes, or hold the X button down to alter the position of any of the points. You can also add and delete points from the

graph, again using the menu. As will all of the parameters, any changes you make will be saved with your song.

Note pan envelope

This is another advanced feature that allows you to alter the stereo position of a sample. Time goes from left to right on the graph, and the stereo position runs vertically. Again, you can use the menu to choose from a number of default settings, or else create your own.

Note pitch envelope

The final parameter allows you to alter the pitch envelope of the sample. Time goes from left to right, and the pitch runs vertically. Again, there are a number of default settings for you to try out.

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Multi-channel riffs

As mentioned earlier, riffs can consist of several channels. Each channel can have one sample playing at a time, so if you want to create a riff with three samples playing simultaneously, you will need to make a three-channel riff. You can use the menu option ‘Change active channel’ to toggle through the different channels. The notes in the current channel will be displayed bright- ly, and other notes from other channels will be dimmed out. This makes it easy to make complicated chords. Note that pressing the button is a quick way to jump through the different channels.

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Customising your riffs

Using the menu within the riff-editor, you can alter the name and icon for your riff. These options are self-explanatory.

Storing your riffs as palettes

Any riff you create will automatically be stored in the riff palette. This makes it easy for you to quickly find any of the riffs that you have created for the current song.

Resizing / cloning riffs

Using the song track menu, you can choose to resize the riff. This will allow you to shrink or grow the riff. Move using the Directional buttons until you are happy with the new size, and press the X button. Note that if you shrink a riff, you will lose any notes that are removed during this process.

You can also ‘clone’ a riff. This allows you to alter one riff without changing all the other identical riffs in your song. Move over the riff you want to clone, go into the menu (using the O button) and select ‘Clone riff. You can now alter this riff without changing any other identical riffs.

Muting riffs

Within the Song Track menu, there is an option to change the ‘mute status’ of a channel. This lets you mute (silence) the whole channel. This can be useful when you just want to hear what the song sounds like without it playing. Changing the mute status again will turn the channel back on.

Splitting riffs

You can split a riff into separate riffs. Move over the riff you want to split up, and select ‘Split riff'from the menu. Once you have split a riff up, you can recombine any parts you want to by selecting them and using the ‘join riffs’ command (see section 2 copying and pasting riffs p13).

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SAMPLING / EDITING SAMPLES

Introduction / legalities

music 2000" allows you to edit any of the samples that are provided with the product, and also allows you to record samples from any audio CD. Please note that this feature is designed for your own personal use - distributing or publishing songs using samples taken from commercial CD's is illegal without permission from the copyright owner. Therefore, if you plan on trying to publish or copy your creations, we strongly advise that you only use the CD sampling feature to record copyright-free samples, such as those found on specially recorded sample CD's.

Recording a sample from an audio CD

Samples are recorded from the CD player option at the top of the main screen. When you enter the CD player option, you will be asked whether you wantitto generate a video for you, or whether you don’t want to have a video. The automatic video generation is designed for parties where you play your favourite audio CD's, and music 2000"

generates videos to accompany your music. As we're going to record a sample from an audio CD, please select ‘No video’.

Selecting the sample quality

You will then be prompted to enter an audio CD. Before you do this, confirm the sample rate at which you want to record a sample - 44kHz, 22kHz or 11kHz. The higher the rate, the higher the quality, but the more memory (and space on your MEMORY CARD) will be used. We suggest you use 22kHz most of the time. Remove the music 2000" disc from the Console, and put in your audio CD.

| | o") Please insert an audio disc.

Cancel ®@2khz sampling

Recording the sample

You will see a standard CD player interface. The icons allow you to change the current track number, forward and rewind through the current song, play, pause and stop the current track, and there is also a record button (the large red circle).

Firstly, find the track you want to record, and set it playing. As soon as you reach the point that you want to start sampling, click on the ‘record’ icon.

You will see the bottom counter start to increase, which shows you how much you have recorded. When you want to finish sampling, click on the ‘stop’ icon, or press the A button. It is best to try and keep the samples as small as possible, as they will use up memory quickly, and also take a large amount of space on a MEMORY CARD when you want to.save your song.

Once you have finished recording, press the A button to exit. You will be asked to take out the audio CD, and put your music 2000 "disc back in.

Placing a sample into a riff

Go back into the song track screen, and create a new blank riff. Instead of going into the sample library, go into the sample palette (either by pressing the & button, or via the menu). You will see at the bottom of the sample list, a new sample called ‘Sample 0001’, which will contain the sound you just recorded.

You can use this just like a normal instrument sample, and place it into your riff. Everything that you can do with a normal sample, you can do with one you have created yourself. See section 3 for more information.

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Using the sample editor

The sample editor allows you to edit any sample, whether it is a standard sample that came with music 2000", or whether it is a new sample you have recorded from an audio CD. To enter the sample editor, you need to be in the sample palette screen. Highlight the sample that you wish to edit and press the menu button, and you can choose the ‘Edit sample’ option.

You will see a graphical representation of your sample.

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Here you can edit your sample in a number of ways.

The three markers

There are three pairs of markers. The top pair represents where your current position in the sample is, and when you are moving this marker around, the hourglass icon on the top right will be highlighted.

The second pair of markers shows the start of the sample edit area, and is represented by the left arrow icon. As you move this around, you will see parts of the sample turning into a black background. Finally, the third pair of markers represents the end of the sample edit area. This is represented by the right arrow icon, and again, parts of the sample will have a black background as you move this around.

Sample editor icons

The first three icons are mentioned above. The fourth icon represents the loop point.

The 'K'-shaped icon shows the size of your sample in bytes (i.e. how much memory it takes up)

The next icon tells you whereabouts in the sample the left of the screen is. This is useful to know if you're zooming in to a section within your sample. The next icon tells you whereabouts in the sample the right of the screen is. Again, this is useful to know if you're zooming in to a section within your sample. The final icon shows the size of the current editing zone (the area highlighted in blue).

Cutting, copying, trimming and pasting

In order to select an area within your sample, you need to move the start markers to the start of that area, and the end markers to the end of the area. The area will then have a blue back- ground, and the rest of the sample will have a black background. You can copy the highlighted area by choosing the ‘Copy’ option from the menu. You can then paste the area you have just copied using the ‘Paste copied area’ option. The ‘Cut’ option works in a similar way except that it deletes the area you copy. Trimming is a very useful option - this will delete any area in the sample with a black background, so you can use this to remove any areas of silence or areas that you didn’t want to record.

Zooming in / out

You can use the Zoom into area‘and ‘Zoom out’ options to alter the magnification of the sample in order to concentrate on more detailed areas.

Note: There are some complicated parame- ters which we don't have room to fully explain in this manual. More details on these can be found in sampling journals, or by searching the internet.

Effects

There are a number of advanced effects that you can apply to a selected area. All the effects listed below are accessible by pressing the & button.

Loop on: This lets you toggle whether or not the sample will continue to loop once it has finished playing

Alter sample ADSR values: Changes the note volume envelope for the sample Comb filter: Cuts out any unwanted frequencies

All-pass filter: Adds delay and feed back to the sample

Reverb filter: Adds reverb to the selected area

High / low pass filter: Allows just the high or low frequencies to be heard Flange filter: Adds a flange effect to the selected area

Phase filter: Adds a phase effect to the selected area

Chorus filter: Adds a chorus effect to the selected area

Bandpass filter: lsolates a band of frequencies from your sample

Reverse

This literally reverses the selected area, so it plays backwards. This can create some very unique sounds!

Normalise

This is a very useful function which alters the volume of the sample so that it will match well with the other standard samples in Music 2000". If your audio CD is quiet, or if you record a quiet section of music, this is very use- ful for bringing the volume up to a normal level.

Mixing samples

This is a feature which you can use to add two samples together. First of all, select the first area that you want, and choose the ‘Copy’ option. Then go to the second sample, select the required area, and choose ‘Mix samples’. The two samples will be mixed together, and you will end up with one sample that contains both sounds. This is great for saving memory. You can obviously keep repeating this process to add more and more sounds into one sample.

The sample palette

As we mentioned before, the sample palette contains a list of all the samples that are used in the current song. In this section, we'll find out

what we can do with this list.

Optimising the loaded sample list

This is a very useful option which will remove any sample from the list that is not being used in the song. This may happen if you use a riff, and then delete it. The samples it used will still be loaded in and stored in the list until you choose ‘Optimise sample list’. This is great for saving memory, as it frees up any space used by samples which aren't being used.

Selecting and deleting samples

Selecting a sample is done by pressing the X button or choosing ‘Select sample’ from the menu. You can delete samples using the ‘delete sample’ option, but bear in mind that any riffs using that sample will not be audible until you replace it.

Downgrading and upgrading samples

If your sample has been recorded at 44kHz, and you want to save memory, you can choose to downgrade the sample. The first time you downgrade, it will change to 22kHz, and the second time to 11kHz. Similarly, you can downgrade a 22kHz sample to 11kHz. Remember that there will be a drop in the quality of the sample. You can also upgrade

samples, but this doesn’t work as well as re-recording the sample at a higher level.

Saving your edited samples

Your edited samples are automatically saved with the song. Note that if you edit any default samples that come with music 2000)", it won't save the new sample, just the changes you have made. This means it doesn’t take up as much room on the MEMORY CARD, but you still get to store all the alterations.

MEMORY CARD space

If you record several samples, or if you record any long samples (more than four seconds), you will find that the song starts to take up a large amount of space on your MEMORY CARD. Bear this in mind, and try and limit the number of new samples that you use in your songs.

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MAKING A VIDEO USING CHASES

Introduction

Making a video using Chases is a very similar process to making songs using the riffs. There is a large library of video chases, consisting of many different types, from background images, to 3D shapes, to cameras and feedback effects.

It's simply a matter of putting different chases together and seeing what happens. The best way to understand the video side of music 2000" is to get stuck in, and to experiment, trying all the different chase types.

Videos explained

You can access the video track from the main menu on the top of the screen. You will see that there are four main channels, as well as a channel for a camera, a kaleidoscope effect, a DVE (digital video effect) channel and a video clip. You can put a shape or a background into each of the main four chan- nels. Time goes from left to right in exactly the same way as with the music.

The chase library

The chase library contains a large number of different chases. You can place any of the shape and background chases into the main four channels, and any of the cameras, effect channel and video chases into their respective channels. Press the @ button or select ‘video library’ from the menu. You can move around the library, demonstrating the chases by pressing the START button and loading in a chase using the X button. Place the chases into your video using the X button, and use the D button to delete any mistakes.

You can use the START button to play the song and video together, which you will see in the small TV box in the bottom right corner. You can toggle full-screen display by pressing the & button.

Moving and deleting chases

You can select an area, cut, copy and paste in exactly the same way as with the music sec- tion (Copying and pasting riffs, section 2 p13).

CREATING YOUR OWN CHASES Introduction

music 2000" contains a very advanced video editor to allow you to create your own unique visuals to accompany your songs.

Selecting a blank chase

You can choose a blank chase by either pressing the & button, or by choosing ‘Edit video clip’ on the menu. You will then need to decide how long the chase will be by moving left and right. When you are happy, press the X button to continue.

You must then choose the type of chase - a shape, a background, a particle, some text, or a tunnel effect.

The chase editing screen

As you have seen, the chase types you can choose from include shapes, backgrounds, particles, text and tunnels. You can now apply numerous effects and movement to your initial clip type - including colour changes, spines, rotations and scaling. To do this either press the button or choose ‘Add chase’ from the current menu. So you now have two chase elements displayed on screen. Highlight the chase element to be edited and then press the X button. You can edit thousands of different parameters including - the number of shapes in your scene, the layout of objects, the direction of rotations, the size of the main chase element - in fact you can take complete control of the visuals displayed on the screen. The left and right Directional buttons alter the value of the highlighted chase value.

Timeline

This feature allows you to add additional steps to your current video chase. Action in a video-clip is made possible by transitions from one step (or a moment in time) to another. You can include many of these steps to each individual chase element.

Press the I button or select ‘Edit Timeline’ from the menu. You can now add steps to the current chase type. To do this - hold down the X button and move the flashing green cursor (with the Directional buttons) to the position of your choice on the Timeline. If you press the A button after doing this, you

will be able to select the current chase element (with the X button) and change its parameters. These changes will be stored on the Timeline. The Timeline is in essence a series of instructions that will bring life to your video-clip - but only when used in conjunction with the Global Settings.

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The timeline edit function is accessed from the chase edit mode and is used in conjuction with the global settings to czreate videos which react to markers placed along the timeline. The markers trigger chosen changes in the clip parameter values. To use

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this function, access the timeline (R1), add a trigger, alter a clip parameter value and define the global settings. The video will now display your changed settings at the point the marker is reached along the timeline.

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Global settings

If you have left information on the Timeline you can make your video trigger off the notes on a music channel or a button on your Controller (amongst other things). So, for exam- ple, you can make the background change every time a cymbal is struck. Or you can make an object change size with every beat of the song. The possibilities are endless.

You enter the Global Settings section by pressing the & button or by selecting ‘Edit global settings’ from the menu. There are three parameter boxes with arrows on either side in the Global Settings panel.

If you toggle through the parameters in the top box you will see that you can set the visu- al effects to trigger off a specified audio channel (1-24).

If you edit the parameters in the middle box you can make your visuals trigger off -

1. Buttons on your Controller

2. Sixteenths of the bar

3. Each beat of the song

4. The first beat of each bar

5. Random parameters.

The box at the bottom defines how the infor- mation on the Timeline is played.

1. The cursor can scroll from left to right and back again through each edited stage of the Timeline.

2.The cursor will ‘step’ through each edited position on the Timeline. 3.The cursor can swiftly ramp up through all the parameter changes and then drop back to the start of the Timeline.

4.The cursor will play the Timeline from one end to the other over the length of the video clip (as represented on the track screen).

The box to the right in the Global section has a slider that can be moved up and down to define the sensitivity of the trigger. Set it to the top for the most sensitive response to the trigger you have added.

The numbers 1, 2, 3 and 4 at the right of the Global section refer to the four video channels. This feature is only accessible from the DVE channel (DVE stands for digital video effect) which is the channel at the bottom of the video screen.

If you select one of the four numbers the corresponding channel will be deactivated and not included in the current DVE effect.

Clone Video Clip

Changing or editing an existing video clip will change all instances of the video clip throughout the whole arrangement. There is a way to avoid this. If you select the Clone Video Clip option (while highlighting a video clip on the video track screen) it will create a new video clip modelled on the existing one. The background colour of the icon will now have changed. Any changes you carry out will not be applied to other versions of the original video clip.

Auto-Generating a video

This function will automatically create a video for you. Perfect if you have just written a piece of music and you want to see visual accompaniment. This feature is capable of creating some very impressive results.

Select ‘Auto-generate video’ from the Video Track menu. After selecting this option you will see that there are two auto-generate parame- ter values that you can adjust before the cal- culations begin. Select ‘Generate video’ and mMUSsic 2000" will cook you up a video.

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Introduction

Music Jam is a mode designed for 1-4 players, which allows you to make music by jamming in a very simple and fun way. In order to play with more than two players, you will need to have a Multi Tap and one Controller for each person.

Note; When using a Multi Tap, please make sure a Controller is always inserted in Multi Tap Controller port 1-A. Itis recommended that additional Controllers are inserted sequentially (1-A, 1-B, 1-C etc).

The screen is split into four sections, one in each corner. Each section represents one of the Controllers, and the various buttons found on a Controller.

Playing the samples

When you enter the music jam mode, each play- er should press a button on his Controller. His/her corner of the screen will light up, and each player will be prompted for a template to load. A template is a set of riffs, one for each but- ton on the Controller. There are a large number of templates which are supplied with music 2000", which are specially designed for 1, 2, 3 or 4 player jamming. However, each player can load any template. As a template loads in, you will see the different buttons lighting up in your corner of the screen. Once all the riffs have loaded in, you are ready to jam.

Pressing a button will play the sound on that but- ton. The X, O, O and A buttons all have the main loops. The G1, [4, & and & buttons have samples which don'tloop, and the four Directional buttons have special uses.

In order to loop a riff, press the START button at the same time as you press that button. Then let go of both buttons. The sound will continue looping-until you press the button again. For example, if | press the O button and START together, and then let go, the O riff will keep repeating, and the O icon onthe screen will keep flashing. If | want to stop the O button playing, | can press it again once.

In this way, each player can get several samples looping at once, whilst playing the samples on the @, ©, & or buttons by tapping/holding down the buttons.

The different buttons

The four main buttons (<,O, and A buttons) have looping riffs. These are designed for looping. The G1, 4, fl and & buttons have riffs that are designed to be trig- gered manually by the player. The left/right buttons have instrumental breaks, which temporarily mute riffs and loops, and play a break instead. When you let go of the lef/right Directional buttons, the loops will start play- ing again. The up/down Directional buttons alter the volume of the current playing riffs, and if you press one of the 0, ©, Gl and & buttons and then the left/right Directional buttons, you can raise or lower the octave of the sample. Ifyou tap the Directional buttons quick- ly itwulll alter the pitch by half an octave.

As mentioned before, the START button is used to loop riffs, and the SELECT button brings up a menu for each player.

Changing sounds / templates

If any player pressed the SELECT button, they will bring up their jam menu.

Here they can choose ‘Load new template’. This allows them to pick a new set of sounds. These sounds will take a few seconds to load in, but the other players will be able to continue playing whilst this happens. The player can also select ‘Change button sound’. This prompts the player to press a button. It will then go to the riff or sample library, and allow the player to choose a riff or sound to assign to that button. In this way you can create your own custom templates, which you can save (see section 8, Loading and Saving p34). To load a user-defined riff, press the SELECT button to go into the menu, select ‘Change button sound, select the button to change, and then when the styles menu appears, press the right directional but- ton once to access the song block palette, where any user riffs can be found.

Changing the tempo Any player can choose ‘Set BPM from their menu, which will alter the tempo for all the players.

Let's rotate !

If any player chooses ‘cycle button sounds’, it will rotate each player clockwise, so that player 1 gets player 2's riffs, and so on. This means that

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everyone suddenly has a different set of riffs to get used to.

Melody mode

If you are particularly musical, you can select ‘Melody Mode’. This will prompt you to select one of your riffs. This will then become an instrument which can be played at the following pitches :

PITCH BUTTON

C (low) D iR2] E F [Ri] G A A oO B x ¢ (high) Oo

You can use this to create your own tunes. It's best to pick a good sample such as a bass or a melody sound.

Recording and playing back jams

You can record your jam sessions, and play them back at a later date. One player should select ‘record jam’ from the jam menu, and everything that anyone plays will be recorded. Once you have finished, press the SELECT button to stop recording. You can then replay the jam by select-

ing Playback jam’. \f you want to save your recorded jam, go to the Load/Save screen and follow the instructions in section 8 p34.

Saving jam set-ups

You can also save the set-up of the buttons within music jam. Again, follow the instructions in section 8.

Hints

With practice, you can get quick impressive results with music jam. One example is if you have all the main loops on (X, O,O and A), and then a couple of beats before the start of a bar, press all four buttons simultaneously to turn them off, tap a 2, 24, I or & button a couple of times, and then restart all the main loops on the first beat of the new bar. It's tricky, but sounds great.

Certain templates will fill up the Console's internal memory quicker than others. As a gen- eral rule stick to 4 player templates when four pads are in use. Each template is optimised memory-wise for the number of players that it is supposed to be used for. Using a different template could result in the memory filling up and leaving one player with only one sample. The blue bar in the centre of the screen repre- sents the amount of memory available.

LOADING AND SAUING Introduction

The ‘Load and Save’ screen allows you to load from the MuUsic 2000" disc, or from either MEMORY CARD slot 1 or MEMORY CARD slot 2. It also lets you save your songs and settings onto a MEMORY CARD. It's a great way to store your songs, so that you can turn your Console off without losing your work.

Types of save file There are a number of different kinds of file that you can load and save. These are :

Video clip: Also known as a Chase -

a small component part of a video Video show: An entire video

Song: An entire song

Jam template: A set of samples which are set up to use in Music Jam mode

Jam song: A complete Music Jam recording

Selecting MEMORY CARDS or CD

In the centre of the load/save screen are three icons, anumber 1, a number 2 and a CD icon. It's easy to change between them, by simply clicking on the relevant icon. Clicking on the number 1 icon will display all the files saved onto the MEMORY CARD in MEMORY CARD slot 1. Similarly, clicking on the number 2 icon will display all the files saved onto the MEMORY CARD in MEMORY CARD slot 2. Clicking on the CD icon will display all the files that come with the music 2000" disc.

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Icons

MEMORY CARD side’!

The left hand side of the screen shows all the files on the currently selected MEMORY CARD or CD. The centre of the screen allows you to choose between the two MEMORY CARD slots and the music 2000" disc. The icons on the bottom of the screen let you choose between loading, saving, deleting, inserting and Jukebox mode. As you move over different save files, the icons on the right hand side of the screen light up to show what kind of properties it has.

Song Icon: This lights up if there is a full song stored in the save file Video Icon: This lights up if there is a full video stored in the save file

Jam Icon: This lights up if there is a jam song stored in the save file

Song Block / Riff Icon: This lights up if the save file contains some individual riffs Video Clip Icon: This lights up if the save file contains some individual chases Unused Icon: Included for possible future expansion - don't worry about it for now Jam template Icon: This lights up if

the save file contains one or more jam templates

Loading / Saving

In order to load, first click on the 1, 2 or CD icons in order to select whether you want to load from MEMORY CARD slot 1, MEMORY CARD slot 2, or the music 2000" disc. You will then see all the available files. Move over the file you want to load, and press the button. You will then be shown all the different data stored in the file, and you be given the option of which data to load in. All the data available will be highlighted, and you should move over the data, and press the O button to toggle the loading

of each element.

IMPORTANT: The © button can be used to toggle on/off the various components that are present in a save slot. Any component highlighted when you press the X button will be loaded in.

Saving works in the same way. First click on the 1 or 2 icons in order to choose whether you want to save to MEMORY CARD slot 1 or MEMORY CARD slot 2. Then click on the save icon, and select which kind of data you want to save.

Inserting files

You can choose to insert a file rather than load it. Doing this will not clear the current song in memory, but will insert the new files in front of the current song. This can be useful for taking riffs and ideas from one song, and using them in another.

Jukebox

You can use the Jukebox mode to set a list of songs / videos to play. music 2000" will then load and play each song in turn. This could be useful for demonstrations and parties. First, click on the Jukebox’ option. An empty list of files will then appear. Click on each song you want to add to the jukebox, and they will be added to the list. You can add songs from the CD, and both MEMORY CARD slots in any order. Once you have finished selecting your songs, click on the ‘Play’ icon, and the songs will load and play in order.

PLAYING YOUR OWN AUDIO CD’S

Introduction

music 2000" allows you to play your own audio CD's, whilst automatically generating a video to fit the songs. The video generation system is quite impressive, and tries to match the style, pace and content of the videos to the music.

Automatic video generation

Select ‘CD Player’ from the main menu. You will be initially prompted to decide whether you would like it to generate a video or not. You can also alter two settings on this screen which will affect the style of video generated.

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Choose ‘Generate video’, and Music 2000" will load in a selection of video data which it will use with the audio CD. Note that this data it loads inis random every time, so you will get unique results every time you play an audio CD. Note: If you choose to gen- erate a video, you will not be able to record samples from an audio CD.

You will then arrive at the CD player screen. In the bottom right corner of the screen are some standard CD player controls which allow you to change the track, skip forwards and backwards within the current track, as well as playing and stopping the music. Click the play icon, and you can sit back and watch the video get automatically generated.

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OPTIONS MENU

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Clearing music / video / all

Clicking on ‘Clear music’ will clear all the current music from the song track screen. Make sure you are happy to lose all your current work before pressing this. Similarly, clicking on ‘Clear video’ will clear all the current video from the video track screen. ‘Clear all’ clears both music and video.

Centring your screen

Once you have clicked on this option, you will be able to use the Directional buttons to move the screen vertically and horizontally. You can use this to make sure you can see all corners of the screen properly on your television. Once you are happy with the position of the screen, press the X button, or press the A button to cancel any changes you have made.

Codemasters video

Clicking on this option will display a Codemasters video which will show you about the range of other games that are being published by Codemasters. If you are interested in computer games, the video is well worth taking a look at.

Statistics

A number of useful statistics are given here, which you can use to see how much memo- ry you are Currently using.

SRAM available

This shows you how much sound memory (for storing samples) is currently free. When this reaches zero, you won't be able to add any more samples to your song.

RAM available

This shows you how much main memory (for your song/video) is currently free. Once this reaches zero, you won't be able to add any new sections to your song/video.

VRAM available

This shows you how much video memory (for storing textures/shapes) is currently free. Once this reaches zero, you won't be able to add any more video objects to your video.

Riffs This shows you how many riffs you have used in your current song.

Samples This shows you how many different samples you have used in your current song.

Notes This shows you how many notes you have placed in your current song.

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The screen has gone black and there is no music.

It could be that music 2000" is in fullscreen video mode and the current song has come to an end, pressing the button will switch between fullscreen video and video track edit mode. If the screen is still blank check all Console and television power and aerial connections are secure.

| have just deleted a Riff by mistake, help!

Don’t worry Music 2000" has an undo feature in the Song track menu, choosing this will undo the last action taken by the user. However this is only a single level undo so you won't be able to rectify any previous mistakes so be careful when deleting.

It takes time to navigate through the

Riff and Sample library, as there are so many to choose from.

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If you press SELECT button and the Directional buttons this will take you through to the next music style and save you having to go through all the instruments within each style.

| can never remember the shortcuts.

If you bring up the menu (press the O button) then the functions with a shortcut will have the relevant shortcut on the right hand side of the menu.

How do | make a copy of a Riff and edit it without affecting the original.

Paste the Riff you want to copy then choose Clone Riff from the Song track menu (Press the O button).This will make a copy of your Riff but will also enable you to edit it without changing the original. The clone Riff option is handy for making subtle changes to a Riff without having to start from scratch.

| have deleted my song from the song track editor using the Clear Music option, but my song had not been saved to MEMORY CARD.

Sorry! but your song is irretrievable. Remember to always save your songs and videos to MEMORY CARD!

In Music Jam mode there seems to be more buttons to press than | have fingers to press them with.

If you press the start button then press a button with a Sample\Riff assigned to it, MUSIC 2000" will hold that button down for you, leaving fingers free to Jam. To stop MUSIC 2000" from playing the Riff simply press the button again.

I've recorded a Drumloop from CD but can't seem to get it to loop correctly.

Try adjusting the BPM. When you have recorded your sample you may have parts that you don’t need, so use

the Edit sample option (from the Riff editor\Sample palette menu) then trim off the sound you don’t need. Then paste the sample in the Riff editor. In order for the sample to Loop properly you may need to adjust the BPM (At the bottom of the song track editor) to match the bpm the original was recorded at.

In the Riff editor music 2000" tells me that the sound memory is full and | will have to delete some samples.

The Console’s memory can fill up quickly when large quantities of high quality samples are loaded into the sample palette. You have two options. Firstly you can bring up the sample palette in the Riff editor and select ‘Optimise sample list’. This will delete any unused sample in your song. Or you could select ‘Downgrade sample quality’ from the same menu. This will lower the quality of the sample selected in the palette and free up some of the Console’s memory.

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