Acustica Beatcraft
Acustica Beatcraft
Acustica Beatcraft
professionals alike! Whether you like rap, hip hop, rock, jazz or electronica, use it to make your OWN
sweet beat!
Topics:
• Pattern Editor
• Sequencer
• Sample Library
• Kit Library
• Explorer
• Rendering to WAV, MP3, OGG, etc
• Preferences
• Project Properties
• Effects
• Main Toolbar
• Troubleshooting
• Glossary
Lets get started! The first time you run Beatcraft, the example project will load and play automatically.
The example project is a fun example of what you can accomplish with Beatcraft, but it only scratches
the surface of what you can do. Go ahead and play with the sample project, but if you’re ready to make
some music of your own, read on!
Let’s start a new project. Press the New Project toolbar icon, or click on the File menu and select New
Project. You’ll see the New Project dialog:
Under Project title, enter "My First Project". Tempo is measured in Beats per Minute. 60 beats per
minute is used in very slow ballads, whereas 140 beats per minute is quite fast and is used in frenetic
dance music. The default value, 100 beats per minute, is a good starting point.
Lets stick with 4 beats per measure, and 4 steps per beat, and No Kit. In the future, it may be fun to
start a project with a pre-assembled kit, but for now we’ll do everything from scratch so you can learn
your way around Beatcraft quickly! Go ahead and press OK.
Now, lets build our first pattern! Change your view so that the Pattern Editor is on the top pane and
the Sample Library is on the bottom pane. Click on the Main Menu, select View, and select Make
Panes Equal Size. This will make it easy to view both the Pattern Editor and the Sample Library.
Now, scroll through the first list in the Pattern Editor until you find "Smart Loops Dry Studio Set". This
sound collection provides an excellent set of clean, realistic drum sounds. Scroll through the second
tier until you find Acoustic Kick. It should be right at the top! Now, double click on the ‘Acoustic Kick’
label and you will hear what the sample sounds like. Pretty good, eh? Now, click and drag the sample
onto the empty track in the Pattern Editor. (If you’re having trouble dragging, just right-click on the
‘Acoustic Kick’ label and select Add Sample To Kit.
Now find the ‘Acoustic Snare’ sample and drag that to the blank track, which is now Track 2. Your
Pattern Editor should look like this:
Got it? Great! Now, click on the step buttons so that they light up, and create this pattern:
Lets name the pattern. Press the Name Pattern toolbar button:
Now, lets play this pattern! Be sure that the Pattern Loop mode button is turned on:
This way, your pattern will repeat. Press the Play Pattern button in the Main Toolbar at the top of the
screen, or hit the smaller Play Pattern button in the Pattern Editor.
Pretty good, eh? Lets make it even better! Hit the Stop button to stop playback. Press the Copy
Pattern button to make a copy of this pattern!
Your Pattern Editor should now be editing "(2) Rock 1". change the name to "Rock 2" Press the Name
Pattern button again, and change the name to "Rock 2". We’ve now made an identical copy of the first
pattern. Let’s change it ever so slightly. Change the step data so it looks like this:
If you play this pattern, you’ll hear that this is a slight variation from the first pattern.
Switch your Sample Library pane to the Sequencer tab. Your sequencer will look like this:
Now, we want to insert the first pattern. Change the Pattern Editor so that its displaying the ‘Rock 1’
pattern by using the pinned list:
Or, if your list is not pinned, by using the Pattern dropdown:
Now that Rock 1 is selected, there are several ways to add Pattern 1 to the sequencer. Try them all!
You can drag the pattern by clicking and dragging the Pattern Editor title bar:
You can also click or drag the Drag Pattern button in the Sequencer’s toolbar:
Finally, you can simply click the Insert Pattern button in the Sequencer’s toolbar:
When you are dragging a puzzle piece icon, place it in the first measure of Sequencer’s Track 1, so
that your sequence appears like this:
Now, switch the Pattern Editor so that it is editing "(2) Rock 2", and drag this pattern in to your
sequence as shown:
Now you’ve made a sequence! Make sure looping is enabled. Check the sequencer’s Loop at End
mode button to make sure its lit:
Now, play the sequence! Hit the Play Sequence button in the Main Toolbar, or the Play Sequence
button in the Sequence Toolbar:
Finally, lets speed things up a little! Change the Tempo control in the Main Toolbar from 100:
To 120!
Congratulations on your first Beatcraft pattern! Try adding some Hi Hats and Crash Cymbal sounds to
your pattern to spice it up a little. Keep reading the documentation to learn more about the advanced
features of Beatcraft, including triplets, effects, filtering, panning, and more!
Registration / Purchasing Options
Beatcraft has a trial period of 7 days without any restrictions! After that, you will need to purchase a
registration code to continue using the software.
We have put many hours into this software and we hope that you decide to purchase the software!
Benefits of Registration
o Unlimited and unrestricted usage: drum to your heart’s content!
o Support Acoustica and future products of the same caliber.
You can purchase a registration code right now and automatically receive a registration code in
your email within minutes.
BUY NOW!
To purchase a registration code, click the "Buy Now!" item from the "Help" menu and then click the "Buy
Now!" button again to launch your web browser automatically.
If you don’t have the software up now, visit the website to purchase a code. Go to
www.acoustica.com/beatcraft/buy.asp
Purchase methods
o Credit card
o Pay Pal – pay via the popular service Pay Pal
o Snail mail or postal mail – send in a mail with a money order or check.
o Phone Order - Make a call to send payment.
The price of registration is not much more than the cost of one tank of gasoline! (And for those that
drive SUVs, it’s less than a tank. ;-) ) The price may actually vary which is why it isn’t listed here. (More
instructions are on the website.)
Once you purchase the software, you should receive instructions on completing the registration and
entering in your serial code. However, if you do not hear back within 1 day, please visit the following
support site. Lost Codes Department
Main Tool Bar
The main tool bar appears at the top of the Beatcraft window, just below the menu.
The items on the main tool bar, from left to right, are:
LED Meters display the playback signal strength for the left and right channels.
Volume slider adjusts the global volume. This volume affects everything that is currently being played
back. The range is 0 (silent) to 200. An edit box is also available to type in exact volume settings.
Project Effects button brings up the Effects Dialog with the effects chain of the project. The button
lights up white if there are effects in the chain.
New Project allows you to create a brand new project. If you have made changes to the current
project, you will be prompted to save them.
Save Project will save all changes made to your current project. If you loaded a template, this button
will be the same as selecting Save Project As from the File menu and the project will be saved as a
new file.
Play Sequence will begin playback of the sequence from the beginning. Once playback has begun,
this button changes to a Stop Playback button.
Play Pattern will begin playback of the current pattern. Once playback has begun, this button changes
to a Stop Playback button.
Tempo controls allow you to set the current tempo, in beats per minute. You can enter the number into
the edit box or click on the spin up and down buttons to modify the tempo. The range for tempo is 50
to 200.
Swing controls allow you to set the current swing value. You can enter the number into the edit box or
click on the spin up and down buttons to modify the swing. The range for swing is 0% to 100%.
Project Properties brings up the Project Properties dialog to edit project settings.
The Pattern Editor contains four essential interfaces: the Toolbar, the Kit panel, the Track, and the
Step Dialog.
Toolbar
Play Pattern starts playback of the current pattern. When pressed, this button becomes the Stop
button and can be used to stop pattern playback. If you switch patterns during playback, Beatcraft will
seamlessly shift playback to the pattern that you have selected.
Toggle Looping turns on and off pattern playback looping. If looping is enabled, the current pattern
will repeat until playback is stopped or looping mode is turned off.
Change Pattern Length allows you to change the number of measures and beats in the current
pattern. Note that all patterns in a project do not have to use the same length. It is perfectly acceptable
for one pattern to have two measures of three beats each, and another to have one measure of four
beats.
Toggle Compact Display Mode allows you to change the display to make the tracks smaller, so you
can see more instruments on the screen at one time.
Create Eighth Note Triplet allows you to turn an entire beat into a single triplet. Note that this control
can be either clicked or dragged.
Create Sixteenth Note Triplet allows you to turn half of the steps in a beat into a triplet. Note that this
control can be either clicked or dragged.
Render allows you to save the currently selected pattern as a WAV, MP3, WMA, or OGG file. See the
section on Rendering for more information.
Pattern Dropdown, when visible, allows you to switch the current pattern to another pattern in your
project. The Pattern Dropdown can be toggled off with the Pin Pattern List control.
New Pattern creates a new, blank pattern and adds it to your project.
Copy Pattern creates a copy of the current pattern as a new pattern, and adds it to your project.
Name Pattern allows you to change the name of the current pattern.
Delete Pattern allows you to delete the current pattern from your project.
Pin Pattern List allows you to toggle between displaying the Pattern Dropdown and displaying the
Pattern List.
Pattern List, when visible, displays all of the patterns in your project. The Pattern List allows you to
easily view, switch, and drag patterns. Patterns can be dragged directly from the Pattern List to the
sequencer. The Pattern List can be toggled off with the Pin Pattern List control.
Kit Panel
The Kit Panel shows you the current kit in use in your project, and allows you to drag the current kit in
to the Kit Library.
If you begin a New Project with a kit, or drag a kit from the Kit Library into your project, the name of
the kit will be displayed. If an asterisk appears after the name of the kit (i.e. "Rock Kit*" then the kit has
been modified from its original form.
Drag the kit icon to the Kit Library if you wish to store your current kit in the kit library.
Right Click on the Kit Panel if you wish to rename the current kit.
Track
A Track represents a single instrument in your pattern. Once a Sample is loaded onto a track, the Step
Buttons can be turned on or off to represent hits of that instrument in your pattern. In the above
example, a total of five steps are turned on.
The track is divided into two sections: the Track Header, and the Step Buttons.
Track Header
Instrument can be double-clicked to load a new sound. Sounds can also be dragged from the Sample
Library or the Explorer interface. In addition, individual samples can be dragged from kits in the Kit
Library. Dragging a sample onto an existing track will change the sample that is used on that track.
Note that changing the sample on a track will change that sample for all patterns in the project.
Volume Slider can be used to change the volume of the instrument. Changing the volume affects all
patterns in the project.
Pan Slider can be used to change the stereo panning of the instrument. Changing the pan affects all
patterns in the project.
Solo can be used to solo one or more tracks during playback. When one or more tracks is soloed, only
those tracks are heard during playback; all others are muted. Changing the solo affects all patterns in
the project.
Mute can be used to mute a track during playback. When a track is muted, it is not heard during
playback. Changing the mute affects all patterns in the project.
FX accesses the Track Effects dialog, which can be used to add, change, or remove effects on the
track. See the Effects section for more information. Changing the track FX affects all patterns in the
project.
Display Mode toggles the view of the Step Buttons in Expert Mode. By default they view the Volume
level, but you can toggle between Volume, Pan, Rate, Low-Pass Filter, and High-Pass Filter settings.
Step Buttons
Clicking on a Step Button will change its volume. By default, there are two volume levels per step, 65
and 100. The first time you click on a step, its volume will change to 65. The second time you click on
a step, its volume will change to 100. The third time you click on a step, it will turn off. Note that the
step levels are programmable in the Preferences dialog, and you can have up to four programmable
volume levels.
Clicking On The Down Arrow on a step button, in Expert Mode, will bring up the Advanced Step
Dialog. This dialog allows you to change many more options per step, which are explained below in
the Advanced Step Dialog section.
Right Clicking on the Step Buttons will bring up a menu which will allow you to turn on all steps, turn
off all steps, and reset all steps. In addition, the "Set Selected Steps" submenu allows you to turn on
every other step, the first step in each beat, and many other interesting combinations.
Step Dialog
Clicking on the down arrow on a step button will bring up the Step Control Dialog. This dialog allows
you to change many more options per step.
Volume allows you to adjust the volume of an individual step in greater detail. Any volume value
between 0-100 can be entered for fine-grain control of the volume of an individual step.
Pan allows you to adjust the stereo pan of an individual step. A step can be panned anywhere in the
stereo field, with -100 equaling full left, 0 equally centered, and 100 equaling full right.
Rate allows you to speed up or slow down the playback of an individual step. A minimum value of .50
plays the sound 2 times slower than normal; a maximum value of 2.0 plays the sound 2 times faster
than normal.
Low-Pass Filter Cutoff allows you to filter out high frequencies on an individual step. A value of 100
allows all frequencies through. A value of 0 allows no frequencies through.
Low-Pass Filter Resonance causes frequencies at the Low-Pass Filter Cutoff point to be emphasized
on an individual step. This is useful for creating interesting electronic effects.
High-Pass Filter Cutoff allows you to filter out low frequencies on an individual step. A value of 0
allows all frequencies through. A value of 100 allows no frequencies through.
High-Pass Filter Resonance causes frequencies at the High-Pass Filter Cutoff point to be
emphasized on an individual step. This is useful for creating interesting electronic effects.
Choke Previous Sounds causes all previous steps on the track to be cut off when the new sound
begins playing. This is sometimes useful for creating realistic drum sounds. For example, a Rain Stick
sound should ‘start over’ every time it is triggered.
The Sequencer contains two essential interfaces: the Toolbar, and the Sequencer Tracks.
Toolbar
Play Whole Sequence will play the sequence starting from Beat 1.
Play From Indicator will play the sequence starting from the current beat of the Indicator.
Play From Start Flag will play the sequence starting from the green Loop Start flag.
Loop at End toggles standard looping mode on and off. If set, the sequence will repeat itself in its
entirety until the Loop At End mode is turned off.
Loop at Flags toggles flag looping mode on and off. If set, the sequence will play normally until it hits
the red Loop End flag. Then, the sequence will repeat starting at the green Loop Start flag. This
section of the sequence will repeat until the Loop at Flags mode is turned off. This is particularly useful
for live performance, where a section of audio can be looped until the band is ready to finish the song.
Then, the Loop at Flags mode can be turned off, and the end of the sequence will play.
Render allows you to save the current sequence as a WAV, MP3, WMA, or OGG file. See the section
on Rendering for more information.
Pattern Dropdown, when visible, allows you to switch the current pattern to another pattern in your
project. The Pattern Dropdown can be toggled off with the Pin Pattern List control.
Drag Pattern allows you to drag the currently selected pattern into the sequencer. You can either drag
this button, or click on it. This button provides a convenient method for dragging the current pattern
within the sequencer, without having to view the Pattern Editor pane or pin the Pattern List.
Insert will insert the currently selected pattern directly into the sequencer at the current Indicator
location. Click on any beat on any track in the Sequencer, press the Insert button, and the currently
selected pattern will be inserted into the sequence at that location.
Pin Pattern List allows you to toggle between displaying the Pattern Dropdown and displaying the
Pattern List.
Pattern List, when visible, displays all of the patterns in your project. The Pattern List allows you to
easily view, switch, and drag patterns. Patterns can be dragged directly from the Pattern List to the
sequencer. The Pattern List can be toggled off with the Pin Pattern List control.
Sequencer Tracks
The Sequencer Tracks provide a space for assembling patterns into a song. The patterns are
represented as interlocking puzzle pieces, and can be freely dragged to any location in the sequence.
Patterns can be inserted into the sequence by dragging them from the Pattern Editor, any of the
Pinned Pattern Lists, using the Drag toolbar icon, or by pressing the Insert button on the toolbar.
You can have as many sequence tracks as you’d like, and patterns can be overlapped as shown
above. This allows you to layer simple drum patterns on top of each other to create complex grooves.
Note that you can replace a pattern with another pattern by dragging the new pattern on top of the old
pattern. The pattern to be replaced will turn red, and will be replaced when you release the mouse
button.
In addition, multiple puzzle pieces can be selected on a single track by ctrl-clicking or shift-clicking on
multiple patterns. This group of patterns can then be dragged to a new location.
Right clicking on the sequencer tracks will give you many options, including options to delete tracks,
erase tracks, and add tracks. Also in the right click menu are the Flag options. You can insert Tempo
Change flags (shown in blue) on any beat in a song. When playback hits your tempo change flag, the
global tempo will change to the tempo you have selected on your flag. Consider the following example:
The sequence will begin at a tempo of 100 beats per minute, and at the third measure, the tempo will
change to 120 beats per minute.
Sample Library
The sample library provides easy access to the hundreds of professional drum sounds that ship with
Beatcraft. In addition, the sample library provides a place for you to store and organize your own
samples for easy access in the future.
The Sample Library is divided into three tiers: the Group Tier, the Sample Tier, and the Properties
Tier.
The Group Tier organizes the sounds in the sample library into groups. The sounds that are included
with Beatcraft are organized into groups describing sounds from the same drum set; "BeatBasics
Brush Set," for example, contains sounds all played with brushes instead of drum sticks.
To create a new group, right click on the Group Tier and select ‘Create Group.’ To delete a group, and
all of the sounds in a group, right click on a group in the Group Tier and select ‘Delete Group.’ You
can also use the right-click menu to rename groups, and to refresh the list of groups so that empty
groups are removed.
Note: if you have empty groups in your library and you exit Beatcraft, the next time you run Beatcraft
those empty groups will no longer exist.
In all three tiers, hovering the mouse over the orange arrows will cause the lists to scroll. You can also
scroll the lists using the mouse wheel if your mouse is equipped with a wheel.
The Sample Tier shows you the samples that exist in each group. These samples can be dragged
directly onto tracks in the Pattern Editor. Dragging a sample onto the blank track in the Pattern Editor
creates a new track with that sound. Dragging a sample onto an existing track will replace that track’s
current sample with the new sample.
Double click on a sample in the Sample Tier to play it. This is a great way to preview what the
available samples sound like. When you find one you like, you can drag it into your current project, or
use the right click menu to add the sample to your current project.
In addition, you can drag the sample to another group in the Group Tier. This allows you to easily
reorganize sounds, by dragging them from one group to another.
Right click on a sample to play it, add it to the current project, or delete it (removing it from the
sample library). You can also see information on the audio file, and you can see and edit the sample’s
properties (see The Properties Tier below).
The Properties Tier displays information on the sample, including the name, group, file path, category,
author, author’s URL, and comments for the sample.
Right click on the Properties Tier to see the same menu as right-clicking on the sample in the Sample
Tier. If you select ‘Sample Properties’ from the right-click menu, the properties edit dialog will appear:
Inside this dialog, you can change any property of the sample.
Kit Library
The kit library provides easy access to drums kits assembled from the sounds in your sample library
and elsewhere on your computer. These kits include volume and pan settings, and effects chains for
each track. The kit library is a convenient way to store your favorite kits and all of their settings for use
in future projects.
The Kit Library is divided into three tiers: the Group Tier, the Kit Tier, and the Properties Tier.
The Group Tier organizes the kits in the kit library into groups. The kits that are included with Beatcraft
are organized into groups describing the style of music the kit is designed for. "BeatBasics Brush Kit,"
for example, contains samples with effects and other settings that sound best for brushed ballad and
jazz music.
To create a new group, right click on the Group Tier and select ‘Create Group.’ To delete a group, and
all of the sounds in a group, right click on a group in the Group Tier and select ‘Delete Group.’ You
can also use the right-click menu to rename groups, and to refresh the list of groups so that empty
groups are removed.
Note: if you have empty groups in your library and you exit Beatcraft, the next time you run Beatcraft
those empty groups will no longer exist.
In all three tiers, hovering the mouse over the orange arrows will cause the lists to scroll. You can also
scroll the lists using the mouse wheel if your mouse is equipped with a wheel.
The Kit Tier shows you the kits that exist in each group. These kits can be dragged directly onto the
Pattern Editor to merge the kit tracks with your current tracks. Also, the New Project start-up screen
has a drop-down allowing you to select any of these kits as a starting kit for your new project.
In addition, you can drag a single track from a kit into your current project (see the Properties Tier
below).
Right-clicking on the kit allows you to edit the kit’s properties (see The Properties Tier below).
The Properties Tier displays information on the kit, including the name, group, author, author’s URL,
and comments for the kit.
Right click on the Property Tier to see the same menu as right-clicking on the sample in the Kit Tier.
If you select ‘Kit Properties’ from the right-click menu, the properties edit dialog will appear:
Explorer
The Explorer is used to browse for audio files and Beatcraft projects and templates on your computer’s
hard drive. The interface looks a lot like the Windows explorer, letting you easily navigate the folders
to find your files.
The Explorer contains two essential interfaces: the folder browser and the file browser.
Folder Browser
Left click on a folder to select it and display its files in the File Browser. If the folder has a plus sign
next to it, like the "Included Sounds" in the illustration above, you can left click on the plus sign (or
double-click on the folder) to open that folder and see other folders inside it. When opened, the plus
sign turns into a minus sign, like the "library" in the illustration above. Click on the minus sign or
double-click on the folder again to close it and hide the folders inside it.
File Browser
Drag a Beatcraft project file (with the .bcproj extension) onto the Pattern Editor or Sequencer to open
the project. You will be prompted to save any changes in your current project first.
Drag an audio file (with the .wav, .mp3, .wma, or .ogg extension) onto the Sample Library to add the
file as a sound in the library (like the Add Audio File to Sample Library command on the popup menu).
Drag it to an empty track in the Pattern Editor to add the sound to the current kit (like the Add Audio
File to Kit command), or to an existing track to replace the sound used for that instrument.
Left click on a file to select it. If you hold down the Ctrl key and left click, the file is selected or
unselected without affecting any other files currently selected. This is a good way to add individual files
to your selection. If you hold down the Shift key and left click, all files between the last one selected
and the one you click on will be selected.
Right click on a file to pop up a menu with options for playing the audio file, adding the file to the
current kit or to the sample library, getting information about the file, or opening the folder that contains
the file.
Rendering
The rendering dialog is used for rendering patterns and sequences to a WAV, WMA, OGG, or MP3
file. Regardless of whether you are rendering a single pattern or an entire sequence, the controls in the
rendering dialog are identical.
When rendering for the first time during a session, only the 'Use new render settings' option will be
available. After you have rendered a file, the 'Use last render settings' option will become available.
This option allows you to repeat the last render, with the same filename and settings. This allows you
to quickly re-render a file if you have made small changes to it.
Render To allows you to select between WAV, MP3, WMA, and OGG file formats to render to.
Render Audio Tails allows audio that continues on past the end of the last measure of the rendering
to be produced and saved to the rendered file. For example, a cymbal crash on the last beat of the
song will continue beyond the end of the measure, as the cymbal sounds decays. If you are rendering
a loop, you do not want to use this feature, as the rendered audio will likely be longer than the number
of measures in your loop and will not loop properly. However, if you are rendering a sequence to be
used within a recorded song, and you do not intend to loop the sequence, you will want to render the
tails so the end of your drum recordings decays smoothly and is not abruptly cut off.
Wrap Audio Tails is useful for creating loops that loops smoothly. When this option is selected, the
pattern or sequence is played through once, then rendered, so that the rendered audio contains all of
the effects and audio tails from the first time the audio was played. In this way, cymbals and other
sounds at the end of the loop will not be cut off abruptly, but rather their tails will continue into the
beginning of the loop.
While you may use both the Render Audio Tails and Wrap Audio Tails options at the same time, it is
probably not musically useful for most situations.
Once you have chosen these options, the Save File dialog appears, allowing you to choose the folder
and name of the rendered file. After that, the file format options will be displayed. Most formats allow
you to select the sample rate and bit depth or bit rate of the rendered audio, and select between mono
or stereo options. In addition, you can enter tag information that will be included with the rendered file,
including the artists name and the genre (musical category) of the composition. Once you select OK,
the rendering will occur. When the rendering has completely, the rendered audio will play back in your
default Windows music playing application, unless the option to do this is turned off (See Preferences).
Preferences
The preferences give you the ability to control some of Beatcraft’s behavior. The Preferences Dialog
shows up when you select Preferences from the File menu, or when you click on the preferences
button in the main tool bar:
The preferences are split into two groups, one on each of two tabbed pages in the dialog.
Playback
Playback Device allows you to choose the audio device in your computer that you wish to use for
playing back audio. If there is more than one device and you’re unsure of what they all are, select the
"Default Wave Device".
The Playback Format section contains controls that allow you to change the sample rate, bit rate, and
channels used for playback. A good default is 44100 (commonly called "44K"), 16 bit, stereo, as shown
in the above illustration.
The Advanced section contains controls that allow you to change the number of buffers and the buffer
size used for playback. Unless you are an experienced audio user, you should leave these at the
default values.
Miscellaneous
The miscellaneous preferences contain a few extra settings that control how Beatcraft works.
Turn on the Play rendered files after rendering option if you want your computer to play your newly-
rendered compositions in an external player after rendering has completed.
The Step Volume Levels are preset volume levels for a step. When you click on a step once, the step
is set to the first volume level (65, in our illustration). When you click on the same step again, it is set
to the second volume level, and so on. Clicking on a step that is already at the last volume level will
turn the step off.
Note that you can have as few as one volume level, or as many as four, and their levels do not have to
be continuous – in our example, the third volume level is actually lower than the previous two levels.
You can use volume levels for emphasis and to more accurately create the fluctuations in volume
caused by hitting a drum harder or softer.
Project Properties
The Project Properties dialog shows you information about your current project, and lets you set some
project-specific settings. The Project Properties dialog shows up when you select Project Properties
from the File menu, or when you click on the Project Properties button in the main tool bar:
Project title is the name of your project. It will show up in the title bar of the main window, and
becomes the default file name when you save your project for the first time. Your project does not
have to have a title.
Tempo is how fast your composition will play. It is specified in beats per minute, so a tempo of 60 will
play one beat every second.
The New pattern settings are used to determine what new patterns will look like when you create
them in this project. The number of measures, beats per measure, and steps per beat can be set.
Turn on the Use these same settings for all new projects to save the tempo and pattern time
variables as the defaults for all new projects that you create.
Effects Dialog
Beatcraft comes with seven default effects, which are used for the project and track effects. Click a
track’s FX button or the FX button on the main tool bar to bring up the Effects Dialog. Note that you
can use all features of Beatcraft while the effects dialog is up, which includes playback
controls!
Each instrument in the current kit as well as the project itself contains a list of effects called an "effects
chain". The list on the left side of the Effects Dialog is called the "Effects Chain List" and is used to
control the effects in the effects chain. This list allows you to chain or connect multiple instances of
effects to the same instrument or to the project. The effect at the top of the list is the first effect in the
chain.
Adding an Effect
Choose an effect from the drop down list on the left side of the dialog. This will add an instance of the
effect to the Effects Chain List. Note that you can add more than one instance of any effect. For
example, you could have two delays and two choruses. Also, keep in mind that adding effects should
be done cautiously as it tasks the capabilities of your computer’s processing power.
Previewing Effects
To hear an effect, simply play your pattern or sequence. Adjust the effects in real time as the sounds
play. You do not need to close the Effects Dialog while playing.
Disabling and Muting Effects
Each effect on the Effect Chain List has a check box, which allows you to mute and un-mute effects.
This is a convenient way of determining the difference the particular effect makes.
Reordering Effects
Each effect on the Effects Chain List is processed from top to bottom. You can reorder the list by
clicking on an effect and dragging it, or by selecting the effect and clicking Up or Down.
Deleting Effects
Select an effect and click Delete to remove it from the Effects Chain List.
Acoustica Effects
• Chorus
• Compressor
• Delay
• Distortion
• Flanger
• Graphic Equalizer
• Reverb
Chorus is an effect usually used to create a ‘fuller’ sound by doubling and modulating the sound. It
thickens the sound by doubling it and slowly varying the time offset of the copy.
Delay specifies how long to delay the copy of the sound. The range is from 10 milliseconds to 50
milliseconds.
Rate controls how fast the doubled sound goes in and out of tune. The range is from 0.1 Hz to 2.0 Hz.
Intensity controls how much the doubled sound is out of tune. The range is from 0.01 ms to 10 ms.
Wet Mix is the new sound created by this effect. This specifies how much of the chorus that you hear.
You can choose from 0% to 100%. 0% is the same as muting the effect and 100% would result in a
maximum chorus.
Dry Mix is the original sound. This specifies how much of the original sound that you hear. You can
choose from 0% to 100%. 0% would result in no original sound and 100% would result in a 100% of
the original sound.
Tips
Use for vocals to give the illusion of multiple singers.
Use strong chorus intensity for a strange warbly effect.
Use on instruments such as keyboard or organ for a more full sound.
Use multiple instances of chorus at slightly different settings for more than one doubled voice.
The compressor is one of the least glamorous effects and one of the least understood. However, it can
be very powerful when used properly. The compressor makes the dynamics more even. The low
volume sounds become louder and the high volume sounds become lower. Compressors are used
extensively in studio recordings, radio production and for live performances.
Compressors work by using an audio level sensing function to keep track of the sound level. When the
sound level gets too high for the right amount of time, it is reduced. Once it is reduced, the entire
signal can be amplified, allowing you to hear the low volumes better.
The image above shows an original sound. Notice the big difference between the peaks and valleys of
the sound.
The image above shows the sound with the Compressor effect on. Notice that it is a stronger & ‘fatter’
sound and the peaks and valleys are closer together.
Threshold is the audio level where sound is compressed. This effect is in dB . The range is from 0 dB
to –30 dB. –30 dB represents the strongest threshold with the most amount of compression.
Attack time represents the amount of time that the sound level needs to be above the threshold level
in order to be compressed. The valid settings are from 0.01 milliseconds (ms) to 150 milliseconds.
Release time is the length in time to restore the audio signal from being compressed back into its
normal state. The valid settings for the release time are from 10 milliseconds to 500 milliseconds.
Ratio indicates how much to compress once it is passed the threshold. The valid range is from 1 to 35.
A value of 1 is no compression and 35 is the maximum amount of signal compression.
Output Gain adjusts the output gain of the compressor. Note that this amplification will be in addition
to automatic volume adjustments via the "Auto Gain Compensator".
Auto Gain Compensation will automatically adjust the gain on the compressed sound in addition to
the "Output Gain" setting above. Auto Gain Compensation boosts the audio signal to full strength.
(Depending on the audio, you may need to additionally raise or lower the output gain.)
Tips
Vocalists/Singers: Apply compression to even out the volume changes if the singer is moving to
and from the microphone.
Presence booster: Instead of applying EQ, you might try adding a compressor to vary tone
quality of a recorded instrument.
Guitar / plucked sustain increase: Normally, after a guitar string is plucked, the sound dies
away. Light compression with a long release will increase the sustain.
Delay is used to create an echo effect. It is a delayed copy or copies of the sound, usually at a reduced
volume.
Delay specifies how long to delay a copy of the sound. You can choose from 1 millisecond to 2000
milliseconds (2 seconds). There are 1000 milliseconds in a second.
Feedback specifies how much of the delayed signal gets delayed again. This will create the illusion of
multiple echoes. You can choose from 0% to 95%. 0% would be result in one echo, whereas a setting
of 95% would result in a series of echoes which continue on for a long time.
Pan specifies where the delayed sound will be in terms of the stereo field. The value ranges from –100
(left speaker only) to 100 (right speaker only). A value of 0 is the center.
Wet Mix is the new sound created by this effect. This specifies how much of the delay that you hear.
You can choose from 0% to 100%. 0% is the same as muting the effect and 100% would result in a
maximum delay.
Dry Mix is the original sound. This specifies how much of the original sound that you hear. You can
choose from 0% to 100%. 0% would result in no original sound and 100% would result in a 100% of
the original sound.
Tips
Use for special psychedelic effects. Turn up the feedback.
Use at a short offset for a drum loop that is in time with the loop.
Accentuate vocals or guitars with a short echo. This can be especially useful on electric lead
‘guitaring’ such as used on some Pink Floyd songs.
The Acoustica Distortion effects adds very harsh harmonics to the tone, simulating the effect of a
guitar distortion pedal on the sound. A small amount of distortion will add a bit of 'bite' and
compression to the sound. A large amount of distortion will change practically any tone into a nasty,
overdriven sound.
Pre Gain sets the amount of volume that is sent into the distortion effect, from 1 to 200 percent.
Sending greater than 100% of the signal into the distortion effect will cause even greater amounts of
distortion to be generated.
Distortion sets the amount of actual distortion that is applied to the original sound, from 1 to 200 units.
Post Gain sets the volume of the signal after distortion has been applied. This control is useful for
taming peaks that may occur because of distortion, to keep the post-distortion signal from clipping.
The Flanger is similar to Chorus, except that it has a feedback setting. According to legend, the flanger
was born when the Beatles were in the studio producing an album. A tape machine was being used for
an echo effect, and when someone touched the rim of the tape reel, it changed the pitch. After a bit of
fiddling and mixing of signals, that characteristic flanging sound was born. The rim of the reel is also
known as the "flange", hence the name. ☺
Delay specifies how long to delay the copy of the sound. The acceptable range is from 0.1
milliseconds to 20 milliseconds. This controls the intensity of the effect.
Feedback specifies how much of the flanger sound is ‘re-flanged’ and sent back into the Flanger
effect. The acceptable range is from 0% to 95%.
Wet Mix is the new sound created by this effect. This specifies how much of the Flanger that you hear.
You can choose from 0% to 100%. 0% is the same as muting the effect and 100% would result in a
maximum Flanger.
Dry Mix is the original sound. This specifies how much of the original sound that you hear. You can
choose from 0% to 100%. 0% would result in no original sound and 100% would result in a 100% of
the original sound.
Tips
Use the "Classic" preset it to create a whooshing effect on sustaining sounds, such as
vocals, pads.
Increase the feedback and rate to create a weird warpy sound effect. "Insane Membrane" is
a good warpy preset.
EQ, or equalization, allows you to lower or raise the volume of specific frequency ranges. This effect is
comparable to the graphic equalizer control commonly found on stereo amplifiers. The Acoustica EQ
effect can subtly color the sound or give you a dramatic change, from a low-fidelity sound of AM radio
to subtle mid-range boosts on a vocal recording.
The EQ bands allow you to change the amplification for 10 frequency bands by 18 dB. The bands
represent 32 Hz, 63 Hz, 125 Hz, 250 Hz, 500 Hz, 1 kHz, 2 kHz, 4 kHz, 8 kHz & 16 kHz.
Output Gain allows you to raise or lower the equalized sound. In some cases, a particular equalization
might cause distortion and, thereby, you’d want to reduce the output gain.
Reset resets all frequency bands to their center position and the output gain to 0. This is the default
position and is the same as muting or disabling the EQ.
Tips
Choose the "Telephonic" preset to make your mix sound like its going through a telephone.
Choose the "Lo-Fi" or "1960s" preset to make your mix sound like its on a cheap TV.
Try to avoid over equalizing. Not all speakers are created equal. For example, if you boost the
bass real high, many systems may not be able to play it properly. Aim for the common
denominator speakers. Of course, if you are making a mix for a dance club, give it some more
bass and then give it some more. ☺
* EQ note: If you are playing back sounds with lower sample rates such as 22,050 Hz or 11,025 Hz,
some of the higher bands will not have any audible effect as it is impossible to contain frequencies
above ½ the sampling rate. For example, an 11,025 Hz sound cannot contain frequencies above 5,012
Hz (Nyquist’s theorem).
Reverb is used to give your sound a natural feel. Reverb is a simulation of the natural reflections that
sound makes in a particular room or environment. Reverb effects are used to simulate a sound in a
place where it most likely was not recorded. For example, using the "Canyon" preset on a drum loop
will make it sound like it was recorded in a highly reverberant space such as a canyon or tunnel.
Modest amounts of reverb are generally regarded as pleasing and is almost universally applied to
modern studio recordings to create a better feeling of space.
Reverberation controls the % of reflectivity that you hear. A low reverberation setting is subtle and a
high reverberation setting sounds like you’re in a cathedral. The valid settings are from 0% to 100%.
High Freq. Damping controls the reflectivity of higher frequencies. A value of 0% allows all
frequencies to reverberate. Natural reverberation, around 50%, does not include higher frequencies.
The valid settings are from 0% to 100%
Stereo Width controls the width of the reverb stereo field. The valid settings are from 0% to 100%.
Setting it to 100% has more ‘presence’ and setting it to 0% has a ‘flatter’ feel.
Wet Mix is the new sound created by this effect. This specifies how much of the reverb that you hear.
You can choose from 0% to 100%. 0% is the same as muting the effect and 100% would result in a
maximum reverb.
Dry Mix is the original sound. This specifies how much of the original sound that you hear. You can
choose from 0% to 100%. 0% would result in no original sound and 100% would result in a 100% of
the original sound.
Tips
Use for special effects such as "Foggy" or "Dripping Wet FX".
Add a light reverb such as "Room Medium" to give it a natural feel. Be careful of ‘over-
reverberating’! If you can hear the reverb, turn it down.
Usually, you’ll want to create reverb on the Master effects chain and not on a per track basis.
Creating the same reverb on each track would be a waste of CPU processing power.
Troubleshooting
1. Why don't I hear any sound?
There are many ways that Beatcraft can play silence. If you have a pattern with no steps turned on, no
drum sounds will trigger and you will hear silence. Also, if all of the tracks are muted, or the track
volume or global volume is turned to zero, you will not hear any sound. If steps are turned on, but their
individual step volume is set at zero, the steps will trigger with no volume. Finally, if Beatcraft
encountered an error loading the sounds used in a project file, the tracks will appear to be active but
no sound will play. You can tell if a sample failed to load by the absence of a drum graphic to the left
of the track name in the Track Header.
2. When I load a project file, Beatcraft tells me it can't find one or more sound files. Why?
You may be attempting to load a Beatcraft project that was created with sound files not included with
the Beatcraft installation. If you do not have these files on your computer, or they have been delete,
Beatcraft will be unable to load these sound files, and will ask you if you want to find them during
project loading. If you do not find the files, the track will appear without a track graphic, indicating that
the track is not active. You can drag a replacement sound onto the track to activate it again. Note that
if you've included sounds from a sample CD, and the sample CD is not in your CD drive, Beatcraft will
be unable to load the sample. If you use samples often from several sample CDs, you should consider
adding these sounds to your Sample Library. The sounds can be copied onto your local hard drive
when they are added to the sample library.
3. I've generated a loop but it won't loop properly in my loop playback application. What's wrong?
There are two possibilities. One is that you've chosen to render your loop into MP3 format. MP3 files
contain an unknown amount of silence at the beginning and end of the file, making them impossible to
use for loops. The other option is that you selected 'Render Audio Tails' in the render dialog, causing
the tails to be rendered beyond the end of the loop. If neither of these is the case, check that the
tempo of the loop you rendered matches the tempo set in your loop playback application.
Glossary
-A-
Audio File – Refers to a file on the hard drive that contains audio data. The four most commonly
supported types are Wave files (.wav), MP3 (.mp3), Windows Media Audio (.wma), and OGG-Vorbis
(.ogg). See also Sample.
-B-
Beat – In music, the base unit of a rhythm. Waltzes have three beats per measure, rock is usually four.
Highly syncopated rhythms, especially in jazz, sometimes use more beats in one measure. In the
sequencer, a beat is one visual block to which a pattern may be connected. The fill pattern is placed on
beat number 10. The term is also used in contemporary music to refer to the entire percussion
component of a song. That song has a nice beat.
-C-
Caret – In the sequencer, the caret is a black line and set of triangles that indicate the current position.
The caret will always be positioned on a specific beat of a track. Patterns that are inserted using the
Insert tool bar button will be put where the caret is, and playing from indicator will begin playback from
the caret.
Category – Each sample in the sample library and each sample used as an instrument in the current
kit has a category. The category does not affect the use of the sample; it simply provides a way of
grouping like samples together in the library and allows quick identification in the pattern editor.
Choke – When a step has its choke turned on, all sound currently playing on that step’s track will
cease when the step’s time comes around. A step has to be on to choke, but can have its volume
reduced to 0 to prevent it from playing.
Context Menu – A right-click menu, with commands that apply specifically to the object clicked on.
-D-
Display Mode – Determines whether step buttons on an instrument track will display volume, pan,
rate, or filter information.
Divider – The blue bar in the center of the window can be dragged up or down to resize the top and
bottom panes.
Drag – Many components of Beatcraft can be moved or copied by dragging. To drag an object, click
the left mouse on the object, hold, and move the mouse. Releasing the mouse will drop the object.
Drop Down List – A list such as the pattern list in the Pattern Editor tool bar that displays only the
selection until the user clicks to open the list. The list then "drops down" to reveal more items from
which the user may select.
Drop Highlight – A yellow area that indicates where a dragged object will go if the user drops it.
-E-
Effects – Sound processors that can be added to an instrument or the whole project. Effects modify
the sound produced in controllable ways. Acoustica effects include chorus, compressor, delay,
distortion, flanger, equalizer, and reverb.
Explorer – The interface that allows the user to browse folders and files on his hard drive.
-F-
Filters – Filters are like effects that can be applied to a single step. Beatcraft has two filters, the low-
pass filter and the high-pass filter. Filters are accessible via the Step Control Dialog.
Flags – Flags are markers in the sequencer that can be used to control playback. By default, there is
one start and one end flag that are used to control looping. The user may also add tempo flags that
change the tempo during playback.
-I-
Indicator – During playback, a blue indicator is drawn to show where the audio playback is in relation
to the whole unit. When playing a pattern, the indicator lights up one whole beat as it is played. When
playing a sequence, the indicator is a blue line that advanced through the sequence.
Instrument – Represents one actual instrument in the current drum kit. An instrument has a sound
(see also Sample) and a track that contains step buttons to control when it plays. The kit may contain
any number of instruments.
Interface – A window area in which the user can do work. Beatcraft has five interfaces, including the
Pattern Editor, Sequencer, Sample Library, Kit Library, and Explorer. An interface can be displayed in
a Pane via the Pane Bar buttons.
-K-
Kit – Represents a collection of instruments. The most common manifestation of a kit is drum kit that
contains drums, cymbals, and other percussion pieces, but a kit can also contain a variety of sound
effects that are not normally found in drum kits.
Kit Library – An interface that allows the user to work with all the pre-made kits.
-L-
LED Meters – Indicators that display the strength of the playing signal on left and right channels.
Loop – Refers to a small sequence that is intended to be played repeatedly as part of a larger
composition. I’ll use this drum loop during my solo. Also refers to the act of making the sequence
repeat. Turn on looping to make the sequence play continuously.
-M-
Maximize Icon – Allows a Pane to be expanded so that the interface it contains occupies the whole
usable window area. When a Pane is maximized, the other is minimized. See also Minimize Icon.
Minimize Icon – Allows a Pane to be shrunk so that the interface it contains is not visible, and the
interface in the other pane occupies the whole usable window area. See also Maximize Icon.
Mouse Hint – A quick-reference displayed at the bottom of the window when the mouse is hovered
over something in the window. Mouse hints are available for both the left and right buttons.
Mute – Instrument track setting that prevents the track from playing its sounds during playback.
-O-
Option Button – On a step button, the lower portion with the black triangle. The Option Button brings
up the Step Control Dialog (q.v.).
-P-
Pan – A setting of a step that indicates whether the sound will play more on the left channel or the
right. Each instrument track has a pan setting, as well as each step button (accessible via the Step
Control Dialog).
Pane – A window displayed within the program’s main window. There are two Panes, one on top and
one on the bottom, each of which can display one Interface. The Interface in a Pane can be changed
via the Pane Bar.
Pane Bar – A tool bar along the bottom of each Pane that contains buttons that will change which
Interface is visible in the Pane.
Pane Title Bar – The area across the top of each Interface that contains the Interface name, the
Minimize and Maximize Icons, and sometimes a tool bar.
Pattern – A collection of step data for each instrument in the kit. Patterns determine which instruments
will play at what times.
Pattern Editor – The Interface that allows the user to work with patterns. The instruments in the kit are
displayed in tracks, with track headers and step data.
Pattern List – A list of all the patterns in the project. There are two pattern lists, one in the Pattern
Editor and one in the Sequencer. These lists are identical – they are duplicated for convenience.
Pattern Lists can be pinned to show their full size at the right of the interface to which they belong, or
unpinned to appear as a drop down list in the interface’s tool bar.
Preferences – Settings for the general operation of Beatcraft. Preferences remain as you set them
from one project to another, and from one Beatcraft session to another.
Pin – The action of pinning a pattern list so that it is full size, or unpinning it so that it becomes a drop
down list in the interface tool bar. See also Pattern List.
Project – A user-created composition that includes the kit, all the patterns, and the sequence. See also
Templates.
-R-
Render – To mix the sequence (or pattern) in real time and store it as an audio file.
Rate – The rate at which a step plays its instrument’s sample. If the rate is increased, the sample’s
pitch becomes higher and it is played faster. If the rate is decreased, the sample plays slower and the
pitch drops. Rate is adjusted in the Step Control Dialog.
Reverse – A step setting that directs the step to play the instrument’s sample backwards. Reverse is
set in the Step Control Dialog.
-S-
Sample – A Beatcraft entity that represents one playable sound. A sample refers to an audio file on
the hard drive. Kit instruments use samples to play their sounds.
Sample Library - An interface that allows the user to work with all the pre-made samples.
Sequence – A collection of patterns arranged on one or more tracks over time to make the final
composition. A project has a sequence, which is editable via the Sequencer.
Sequencer – An interface that allows the user to work with the sequence.
Solo – An instrument track setting that allows only the track’s sounds (and those of other soloed
tracks) to play during playback.
Step – The base unit of time for building patterns. One step represents one instance of the
instrument’s sound at a specific moment in time.
Step Button – A button that is displayed in the instrument track in the Pattern Editor. Clicking the step
button changes the state of the step. See also Option Button.
Step Control Dialog – A dialog invoked from the Option button of a step button that contains
advanced controls for the step, including volume, pan, rate, filters, choke, and reverse.
Step Data – Refers to the portion of an instrument track that contains all the step buttons. An
instrument track is comprised of the track header and the step data.
Swing – A hesitation in the time for playing back steps. Swing is used to provide syncopation to a
rhythm. The greater the swing value, the more affected steps are delayed in playing their sounds.
Swing affects every even-numbered step in the track.
-T-
Template – A type of pre-made project containing a kit, patterns, and sequence. Templates cannot be
written, but the user can load a template, modify it, and save it as a project. This is a fast way of
getting the basics of a project with very little effort.
Tempo – The speed at which patterns and sequences play. Tempo is measures in beats per minute
and is controlled by the spin/edit control in the main tool bar. Tempo can also be changed in the
sequence with tempo flags.
Tier – A portion of a library interface (Sample Library or Kit Library). Each library has three tiers: the
left-most tier is the Group Tier, which displays a list of groups. The middle tier is the Object Tier, which
displays a list of library objects (samples or kits). The right-most tier is the Properties Tier, which
displays specific properties of the object selected.
Tool Bar – A collection of buttons arranged horizontally in a "strip". Beatcraft has one main tool bar
that is visible all the time, and one tool bar each for the Pattern Editor and Sequencer. In the latter two,
the commands on the tool bars affect only the interface to which they belong.
Tool Tip – A small yellow "hint" that pops up when the mouse is hovered over a tool bar button. The
tool tip identifies briefly the function of the button.
Track – Beatcraft has two types of tracks: an Instrument Track is displayed in the Pattern Editor and
represents one instrument. It is comprised of a track header and step data. A Sequencer Track is
displayed in the Sequencer and represents one "channel" of playback.
Track Header – All tracks have a track header. The header for a Sequencer Track is simply an
identifier, while the header for an Instrument Track contains controls used for changing the settings of
the instrument.
-V-
Volume – A setting of an instrument, step, or global project that indicates how loud sounds will play. A
step’s volume only affects that step and is accessed via the Step Control Dialog. An instrument’s
volume affects all the steps for that instrument and is adjusted via the slider on the track header. The
global project volume is on the main tool bar and affects all sound played in Beatcraft.
Acoustica was founded in 1998 and is located in the foothills of the Yosemite Valley. Acoustica's
mission is to create high quality, intuitive and powerful software. We value diligence, creativity and
innovation. We are embracing Internet technology and the new world that it is creating. We also have
this curious idea that SOFTWARE SHOULD BE EASY TO USE! ☺
Beatcraft is the latest in a series of highly innovational and user-friendly software we are making. Our
other products include Mixcraft, Audio Converter Pro, MP3 To Wave Converter PLUS, MP3 Audio
Mixer, MP3 CD Burner and CD/DVD Label Maker.
Acoustica
P.O. Box 728
Oakhurst, CA 93644
U.S.A.
www.acoustica.com
Copyright © 1998-2005 Acoustica. All rights reserved. No part of this manual may be copied,
reproduced, translated or transmitted in any form by any means for any purpose without the express
written permission of Acoustica.