Mathieu Stempell (France)
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RockABIT: Why making music on Soundchips?
Actually, i started composing on digital samples based soundtracker (four voices Atari STe ProTracker), and didn't liked the idea of soundchip music back then. This was part of the "under-used STe" rants. Extended features like Hardware-Scrolling, Blitter, Digital-Sound of the STe Atari computer model weren't used in games. This state of mind was even making the YM2149 synthesis sounding ridiculous to me. Typical youngster negative attitude i'd now say, as i was in fact already enjoying several YM tracks, and also many GameBoy game musics. Most certainly i wasn't capable enough of composing on it, not getting the essence of PSG composing. My nickname is actually coming from that period: 'Dma-Sc' originally means "DMA Sound Creator". The STe DMA chip allows digital sound on it with only low CPU use. I'm now wearing it as a burden. This changed in the late 90's as i was experiencing composition on 'SID Sound Designer', an Atari ST Chipmusic-Tracker and its fine SID-like wave sound. The YM tracks i always enjoyed the most were from 'Scavenger' (Joris De Man). He was a SID-Sound virtuoso on the ST, playing with SID waves like no one else and created some marvelous progressive-melodic-compositions. I now like the challenge of composing with such simple synthesis as PSG, and just having 3 voices at use. This requires the use and creation of various techniques to get the best composition out of it.
RockABIT: Describe your way of creating an YM2149 chiptune…
Well i start with some beat-, bass- and melody-tests and with some of the instruments sets i made most of the time. Then some additional parallel melodies are added, along arpeggio based chords. I then got to think about some chord progression. If not, i will fall in the few classic ones that my mind provides me by default. I also tweak and create instruments for the composition. But not always, sometimes just using my classic instruments sets. My music is also largely melody-based. Not surprising, as the music i enjoy the most are melodic instrumental compositions. But i also like all kinds of grooves and serious music productions. I work my melodies quite a lot, maybe for taking too much time on this. But i personally don't mind taking long for it, i enjoy that time.
When composing for visual demoscene productions or games, i inspire myself a lot from the spirit of the project : theme, graphics, visual effects, flow, everything, anything. This really fuels my inspiration and results in the best work i can provide. This is the essence of demoscene-teamwork to me : Not always giving an input on everything but doing your part with everyone else's work in mind. Additionally, music composer input over the whole production is very valuable for such things as visual-music-synchronisation, suggesting effects movements, placements and transitions: the pace of the show.
RockABIT: You was cooperating with GwEm for the design of his Chipsound-tracker maxYMiser. Please tell us a little bit about your input.
I use the maxYMiser-editor to compose. Gareth Morris (gWem) finally designed and coded it. At the beginning of the project he told to me about his will to give the scene a new and usable YM tracker and questioned me about features i would like. As he has based the tracker interface on (PC) FastTracker II standard, i knew it would be a pleasure to use. My input on it has then been the suggestion of various features: pattern command based arpeggios, like in Scavenger's own editor, which allows complex chords composition without the need to create an instrument for each keys scale. Another important feature is the usage of STe DMA voices (remember my nickname? eh) and some of the copy-paste commands, etc... Of course i also did extensive testing and after that i can state that gwEm's code is super-robust, considering the precise memory handling such assembly coded editing software requires.
RockABIT: What was your attempt with composing the "Atari Su-ba-ra-shi" tune?
Ah, it was mainly about using vocal based instruments in a dance-track-composition for the YM-Chip. The thing i am pleased with on that track is the instrument for the melody coming in the last part : It sounds quite like the robotic vocal samples, as if a robot was singing there. The track also got an anthem-feeling, due to the title and it's vocal presence through the whole track. This track uses two DMA-voices along the three YM-ones for the vocal samples.
RockABIT: Your greatest achievement in Sound programming on the ST?
I'd say the tune i did for CYG's demo 'Japan: Beauties & Troubles' (on YouTube). It's actually plain YM synthesis, without any software effect (no SID wave used). The progression, synchronized to the show (flow and spirit) has been a very cool thing to do, and the result is quite nice, giving a global trip-experience, like a demo should. I am also satisfied with the tracks i did for the STe Dune demo 'Antiques'. I there used the additional STe digital voices in various forms.
RockABIT: Which chiptune (any system) is special for you and why?
Only one? Mmh, i would choose the soundtrack of the Symbiosis-screen in Synergy's Megademo, composed by Scavenger (on YouTube). I'm pretty sure i pictured my idea of demoscene-music-composing from that track.
RockABIT: Where did your musical Influences came from?
As i said, i dig melodic-instrumental compositions : from game-music and demoscene music of all horizons to real live jazz-funk, progressive-metal, melodic-trance, (j-)fusion, gypsy guitar, balearic mood music, etc... Also all kind of groovy things: funky dance music like freestyle, drum'n'bass, some eurodance, space-synth, breakbeat, early electro, oldschool hip-hop/R'n'B, italo, etc...
RockABIT: Life with 80s Homecomputer was…
Fun thing for a kid growing in this period of time. I also think it has given me an valuable vision of computing and its evolution, considering the place it has took in the actual world, and how the society is sometimes remodelling around it. It has formed my spirit on various aspects, from the good and less-good parts of it.
RockABIT: Does your Demoscene experience have an effect on your Life today?
A state of mind : Team based computing project development in respect of each other. Knowing the capabilities and vision of each person willing to take part in it, explaining to anyone what he wants to understand, and letting everyone's input getting infused in it, so that from the vision of the whole team results the final product. This gives contextual creativity and the will to envision development in respect of everyone, part of a project or not. And then how the project fits in the world, for what it is. I always try to get this spirit in everything i do, counterbalancing some of the actual "you versus I" attitude that can get people in the industries.
I work with people, not for people.
RockABIT: What do you think about the actual retro-phenomenon?
Cool, gives some nice t-shirt designs... but it's also a quite funny thing to think about. Especially the evolution of geek term and the perception of its representative activities. Also there's money done with it and commercial attention to make it cooler for people. So this phenomenon may be pushed in some circles, more than it would have gotten by itself... Also it's a part of the childhood, pleasing, fun, and easily rewarding activities which stay present in the pleasant part of each's mind... A no-effort comfort-zone counterbalance for a sometimes aggressive society?
RockABIT: When you listen to Chipmusic nowadays…
...I hear the work of a composer. I regulary listen to chipmusic, demoscene and game compositions.
RockABIT: Are you still composing? Any plans?
Sure, i will be composing as long as i got the time and energy for it. Time is sometimes missing, but when I get back on it the pleasure of composing is very rewarding. And people still ask me to take part in their projects. That's nice.
RockABIT: Speak a little bit about you. Age, habbits, Life, ... what you want.
I am 36 years old now, living near Paris, working in IT. I like my job – developing and producing usable things. And i like the coding activity – modern form of crafting. I also enjoy the everyday life, here where i am. Thanks for your questions and interest.
RockABIT: Thank you and good luck for every of your projects!
Actually, i started composing on digital samples based soundtracker (four voices Atari STe ProTracker), and didn't liked the idea of soundchip music back then. This was part of the "under-used STe" rants. Extended features like Hardware-Scrolling, Blitter, Digital-Sound of the STe Atari computer model weren't used in games. This state of mind was even making the YM2149 synthesis sounding ridiculous to me. Typical youngster negative attitude i'd now say, as i was in fact already enjoying several YM tracks, and also many GameBoy game musics. Most certainly i wasn't capable enough of composing on it, not getting the essence of PSG composing. My nickname is actually coming from that period: 'Dma-Sc' originally means "DMA Sound Creator". The STe DMA chip allows digital sound on it with only low CPU use. I'm now wearing it as a burden. This changed in the late 90's as i was experiencing composition on 'SID Sound Designer', an Atari ST Chipmusic-Tracker and its fine SID-like wave sound. The YM tracks i always enjoyed the most were from 'Scavenger' (Joris De Man). He was a SID-Sound virtuoso on the ST, playing with SID waves like no one else and created some marvelous progressive-melodic-compositions. I now like the challenge of composing with such simple synthesis as PSG, and just having 3 voices at use. This requires the use and creation of various techniques to get the best composition out of it.
RockABIT: Describe your way of creating an YM2149 chiptune…
Well i start with some beat-, bass- and melody-tests and with some of the instruments sets i made most of the time. Then some additional parallel melodies are added, along arpeggio based chords. I then got to think about some chord progression. If not, i will fall in the few classic ones that my mind provides me by default. I also tweak and create instruments for the composition. But not always, sometimes just using my classic instruments sets. My music is also largely melody-based. Not surprising, as the music i enjoy the most are melodic instrumental compositions. But i also like all kinds of grooves and serious music productions. I work my melodies quite a lot, maybe for taking too much time on this. But i personally don't mind taking long for it, i enjoy that time.
When composing for visual demoscene productions or games, i inspire myself a lot from the spirit of the project : theme, graphics, visual effects, flow, everything, anything. This really fuels my inspiration and results in the best work i can provide. This is the essence of demoscene-teamwork to me : Not always giving an input on everything but doing your part with everyone else's work in mind. Additionally, music composer input over the whole production is very valuable for such things as visual-music-synchronisation, suggesting effects movements, placements and transitions: the pace of the show.
RockABIT: You was cooperating with GwEm for the design of his Chipsound-tracker maxYMiser. Please tell us a little bit about your input.
I use the maxYMiser-editor to compose. Gareth Morris (gWem) finally designed and coded it. At the beginning of the project he told to me about his will to give the scene a new and usable YM tracker and questioned me about features i would like. As he has based the tracker interface on (PC) FastTracker II standard, i knew it would be a pleasure to use. My input on it has then been the suggestion of various features: pattern command based arpeggios, like in Scavenger's own editor, which allows complex chords composition without the need to create an instrument for each keys scale. Another important feature is the usage of STe DMA voices (remember my nickname? eh) and some of the copy-paste commands, etc... Of course i also did extensive testing and after that i can state that gwEm's code is super-robust, considering the precise memory handling such assembly coded editing software requires.
RockABIT: What was your attempt with composing the "Atari Su-ba-ra-shi" tune?
Ah, it was mainly about using vocal based instruments in a dance-track-composition for the YM-Chip. The thing i am pleased with on that track is the instrument for the melody coming in the last part : It sounds quite like the robotic vocal samples, as if a robot was singing there. The track also got an anthem-feeling, due to the title and it's vocal presence through the whole track. This track uses two DMA-voices along the three YM-ones for the vocal samples.
RockABIT: Your greatest achievement in Sound programming on the ST?
I'd say the tune i did for CYG's demo 'Japan: Beauties & Troubles' (on YouTube). It's actually plain YM synthesis, without any software effect (no SID wave used). The progression, synchronized to the show (flow and spirit) has been a very cool thing to do, and the result is quite nice, giving a global trip-experience, like a demo should. I am also satisfied with the tracks i did for the STe Dune demo 'Antiques'. I there used the additional STe digital voices in various forms.
RockABIT: Which chiptune (any system) is special for you and why?
Only one? Mmh, i would choose the soundtrack of the Symbiosis-screen in Synergy's Megademo, composed by Scavenger (on YouTube). I'm pretty sure i pictured my idea of demoscene-music-composing from that track.
RockABIT: Where did your musical Influences came from?
As i said, i dig melodic-instrumental compositions : from game-music and demoscene music of all horizons to real live jazz-funk, progressive-metal, melodic-trance, (j-)fusion, gypsy guitar, balearic mood music, etc... Also all kind of groovy things: funky dance music like freestyle, drum'n'bass, some eurodance, space-synth, breakbeat, early electro, oldschool hip-hop/R'n'B, italo, etc...
RockABIT: Life with 80s Homecomputer was…
Fun thing for a kid growing in this period of time. I also think it has given me an valuable vision of computing and its evolution, considering the place it has took in the actual world, and how the society is sometimes remodelling around it. It has formed my spirit on various aspects, from the good and less-good parts of it.
RockABIT: Does your Demoscene experience have an effect on your Life today?
A state of mind : Team based computing project development in respect of each other. Knowing the capabilities and vision of each person willing to take part in it, explaining to anyone what he wants to understand, and letting everyone's input getting infused in it, so that from the vision of the whole team results the final product. This gives contextual creativity and the will to envision development in respect of everyone, part of a project or not. And then how the project fits in the world, for what it is. I always try to get this spirit in everything i do, counterbalancing some of the actual "you versus I" attitude that can get people in the industries.
I work with people, not for people.
RockABIT: What do you think about the actual retro-phenomenon?
Cool, gives some nice t-shirt designs... but it's also a quite funny thing to think about. Especially the evolution of geek term and the perception of its representative activities. Also there's money done with it and commercial attention to make it cooler for people. So this phenomenon may be pushed in some circles, more than it would have gotten by itself... Also it's a part of the childhood, pleasing, fun, and easily rewarding activities which stay present in the pleasant part of each's mind... A no-effort comfort-zone counterbalance for a sometimes aggressive society?
RockABIT: When you listen to Chipmusic nowadays…
...I hear the work of a composer. I regulary listen to chipmusic, demoscene and game compositions.
RockABIT: Are you still composing? Any plans?
Sure, i will be composing as long as i got the time and energy for it. Time is sometimes missing, but when I get back on it the pleasure of composing is very rewarding. And people still ask me to take part in their projects. That's nice.
RockABIT: Speak a little bit about you. Age, habbits, Life, ... what you want.
I am 36 years old now, living near Paris, working in IT. I like my job – developing and producing usable things. And i like the coding activity – modern form of crafting. I also enjoy the everyday life, here where i am. Thanks for your questions and interest.
RockABIT: Thank you and good luck for every of your projects!