大师好,明天是《演示场景概论》系列课程的第九课,也是“芯片音乐”这一主题的最初一节课。在“芯片音乐”的前面两节课里,我们回首了芯片音乐8-bit游戏音乐的起源和Demoscene对它的成长,现在天这节课,将聚焦于芯片音乐在游戏和演示场景之外的部分——出格是从90年月中前期起以LSDJ和Nanoloop为代表的,来自Demoscene之外的芯片音乐建造工具带来的既非游戏音乐、也游离于Demoscene之外的芯片音乐社群。 芯片音乐并不总是遵守演示场景中的可履行原则在支流的Demoscene理论中,当演示法式在公布以后,它们的视听结果就已经是肯定的,演示法式凡是对运转它们的计较机平台有着明白的要求,法式作者们需要保证演示角逐构造者可以在现场运转它们建造的法式,并以预期的结果向现场的观众们展现,而任何意外和变数都能够致使角逐中的失利:法式能够没法在角逐现场一般运转,或没法到达最好的运转要求。 但对于芯片音乐作者来说,虽然他们也会建造可履行的音乐法式(Executable Music),并根基遵守其他种此外演示场景角逐的配正当则,比如对运转平台、播放时候、法式容量停止限制。但他们的作品还有别的一个面向观众的场所,即现场表演。在芯片音乐场景中,一些音乐人的口碑完全建立在现场表演之上而没有建造可履行音乐法式的经历。 论文2022年的论文集《音乐与游戏》(Music and Game: Perspectives on a Popular Alliance)收录了柏林艺术大学Matthias Pasdzierny的论文《舞台上的极客:(现场表演)芯片音乐天下的观察》(Geeks on Stage? Investigations in the World of (Live) Chipmusic)中较为具体地先容了作为现场表演的芯片音乐的发生和成长。 在这篇论文里,作者指出明天“芯片音乐”的界说存在很大模糊的空间,出格是声音芯片的利用范畴并不但限于家用电脑和游戏机,而包括玩具、电话、乐器等等。 But, as Carlsson himself mentions, such a classification harbours new problems, especially in further dissociation, e.g. because of soundchips having been assembled not just in game consoles and home computers, but also in toys, telephones, musical instruments (such as different kinds of electronic keyboards) and various other devices (ibid.). 也是以他将会商聚焦于“场景”而非“芯片”,并指出Demoscene和以Tracker为代表的“开源”音乐建造和交换是芯片音乐场景构成的关键:MOD文件保存了音乐建造者所利用的一切采样和构造、编排它们的结构,并答应一切人点窜和重用它们。 What made the trackers so attractive for the demoscene was the possibility to share the music in an open-source form. At the end of the composition or arranging process there was no need to export the music to a - in a certain way, closed - soundfile (often including a loss of sound quality), but the music existed (and was spread) as a module file (the so-called MOD), which contained all the used samples and pattern information and remained, in every way, editable for everyone. 认真看待硬件的第一代芯片音乐人外洋的研讨者们根基都认可芯片音乐的“场景”构成于Demoscene,并成为芯片音乐场景的“第一代”成员。同时他们也指出,从90年月中前期起头,新加入的芯片音乐建造者常常不再与Demoscene联系亲近,而此时的芯片音乐场景逐步从演示场景平分手出来,成为有自己的活动、术语和文化标记的新场景。 这些新加入的演示场景成员被称作“第二代”和“第三代”芯片音乐建造者。在《舞台上的极客:(现场表演)芯片音乐天下的观察》中,用“第二代”或“新派”来描述2000年前后芯片音乐场景新出现的,较重视表演、轻视技术的家数;而《芯片音乐、Fakebit和芯片场景中的实在性话语》(Chipmusic, Fakebit and the Discourse of Authenticity in the Chipscene)则加入了对文化上加倍叛逆,更疏忽硬件特征的“第三代”芯片音乐人的描写。 《舞台上的极客:(现场表演)芯片音乐天下的观察》确认了我们在这节课起头时提到的一个概念,即在芯片音乐诞生的期间,是以诞生于演示场景的芯片音乐最初是遵守演示法式编程、履行的展现流程,而没有现场表演的。 First one has to note that, in the beginning of the chipmusic scene, traditional live performances were immaterial or, in fact, did not exist. It was rather the programming itself that was considered as a performance, especially if, as usual in the demoscene, everybody brought their own computer system to the demoparty and publicly polished his or her demo to the last second. 早期芯片音乐人看待硬件的认真继续自Demoscene,这足以诠释很多芯片音乐人对特定硬件的“虔诚”,他们愿意花更多的时候和金钱去收集和修复古型硬件及声音芯片,而在相当水平上拒绝模拟器。一样的来由也支持了老式电脑演示(oldskool demo)和复古计较社群的耐久不衰。 第二代芯片音乐人:接管风行音乐的老例《舞台上的极客》中提到的“第二代”或“新派”(new school)芯片音乐人能够更接近我们明天对芯片音乐的印象,最少他们利用的很多软件都是我们明天在说起芯片音乐时出现频次最高的,比如LSDJ和FamiTracker等等。而他们与演示场景之间不管是社群文化还是理论特点之间都发生了诸多分歧。 Unlike the demoscene, the so-called “second generation” or “new school” of chipmusicians (Dittbrenner 2022: 116, Yabsley 2022: 15), from its beginning around the year 2000, has been much more open to conventions and communities of popular music. New tracker programs, first of all LSDj for Game Boy as well as NES/Famicom-trackers like MCK/MCKC and FamiTracker, have made it possible to focus on just playing with the sounds and the possible APPlication of the systems as instruments for live music performances rather than only on technical backgrounds – the reason why some parts of the demoscene coined the snide term “cubase-chipmusicians” (Carlsson 2022: 156). Since this performance-oriented scene emerged, the terminology has also changed. For example, the definition of the term chipmusic has been widened: “Ideally, it should be danceable music with square waves. I would say that’s the new millennium (stereo) type of chipmusic. And the purists grunt...” (Carlsson 2022: 5) Sometimes the term fakebit (instead of 8-bit) occurs in this context, defining music which uses the sound of 1980s chipmusic but is completely produced with regular modern samplers, synthesizers and sequencer programs. 从80年月到90年月,芯片音乐从Demoscene中成长出一系列软件、工具和方式。但90年月末到2000年前后的芯片音乐最重要的标志是从Demoscene中“出走”而更多连系风行音乐的特点,这一期间芯片音乐场景对声音的关注超越了硬件,而这类尝试的一个极端就是“只要声音而不要硬件”,正如“Cubase芯片音乐家”的名字所描写的那样,“假芯片”音乐人大量利用数字音频工作站(DAW)软件停止建造,而纷歧定利用实在的声音芯片,也凡是不会领会声音芯片的可编程特征。 在第二代芯片音乐人当中出现的“假芯片”能够是今朝芯片音乐天下里最具争议性的话题,这类争议一向延续至今,但在稍后要先容的“第三代”芯片音乐人中,“假芯片”要比以往代际的介入者都有着更高的接管度。 “Cubase芯片音乐家”被Demoscene成员所批评的焦点缘由并非仅仅是对硬件或是技术布景态度的分歧。他们之间的冲突现实上是Demoscene所提倡的非贸易伦理和数字音频软件所隐喻的与贸易建造兼容之间的代价观抵触。 在《老游戏演奏新音乐:芯片音乐亚文化》(Playing new music with old games: The chiptune subculture)中,说起了一句在芯片音乐社群里很是风行的脏话“Fuck Pro Tools”来诠释相当一部分芯片音乐人对数字音频软件的态度。 As we can see in the hacker/punk implications pointed above, chiptune artists tend to present themselves as inherently subversive. From the oppositional standpoint they claim, they disregard the latest technological developments, upgrades, sound and 3D graphic cards. Also, they tend to oppose the idea of the “planned obsolescence” , which has proved to be one of the best ways to control and manipulate the masses through technology, especially in the digital age. They prefer old computers and gaming devices to the latest digital audio workstations. “Fuck Pro Tools”, as the member of the micromusic online community said. Nanoloop由“第二代”芯片音乐人所成长出来的建造工具中最有影响力的要数Nanoloop和LSDJ了。与前两节课屡次说起的,缔造并塑造了芯片音乐场景的Tracker分歧,Nanoloop和LSDJ并非由Demoscene中的爱好者所开辟。他们被以为是以90年月末为起点的一种自力的芯片音乐场景的作品,而它们对平台的挑选源于Game Boy在公共市场上的庞大成功。 运转中的Nanoloop 在德国收集电子音乐杂志《MEMI》的采访中,Nanoloop的作者Oliver Wittchow对自己开辟这款软件的起点和动机有着清楚的诠释,确认了Nanoloop是作为艺术学院门生的论文项目出现的。同时Oliver在起头建立Nanoloop时并没有编程经历,更不是专业开辟者。 但Nanoloop并非是凭空出现的,在1998年Nanoloop出现之前,围绕Game Boy的专业开辟者社群已经获得了相当水平的成长,Oliver在采访中明白提到了Game Boy上的BASIC诠释器和C编译器根基上在1996年前后就是可用的状态栏。 Jeff Frohwein的GB BASIC:Jeff Frohwein's GameBoy Technical Page 开辟Nanoloop所利用的C编译器GBDK:GBDK - home 而在采访中Oliver也提到一系列软件分解器对Nanoloop的启发,其中就包括了JavOICe、Generator(Reaktor)、和Super Collider。 JavOICe:https://www.artificialvision.com/javoice.htm Reaktor:Synths : Reaktor 6 Super Collider:https://github.com/supercollider/supercollider 这三款软件根基上覆盖了那时软件分解器开辟的各个群体:JavOICe是那时在飞利浦工作的科学家Peter Meijer的研讨性项目,其开辟的首要目标是为视障人士供给画面声响化的视觉帮助装配;而Generator的起点既是用于音乐创作的软件分解器,并在90年月末操纵风险投资转向贸易化,SuperCollider最初则是德克萨斯州立大学的学术性项目,旨在开辟一种针对音乐分解的编程说话,这个项目在2002年开源并成长至今。 JavOICe是一个将画面声音化的法式 虽然Oliver利用由Demoscene开辟的软件,如Fasttracker,但他不以为自己的作品属于“演示场景气概”,他利用FastTracker的来由美满是功用性的: Den Stil könnte man als Minimal House bezeichnen, manchmal auch als Ambient oder Trip Hop. Ich mag Minimalismus sehr, aber bin nicht wirklich ein Lo-Fi Fan. Fasttracker benutze ich, weil an ihn gewöhnt bin und für mich immer noch der schnellste Weg ist, Samples zu arrangieren. Es hat nichts mit einem "Demo Szene" Stil zu tun. Außerdem hat er einige Features, die andere Programme nicht bieten, vor allem "Sample Offset" und das schnelle "Instrument Remapping". 此外Oliver在采访中也解除了与Game Boy的开辟商任天堂的关系,包括官方的开辟工具或获得卡带授权的机遇: Thomas Finegan (TF): LSDJ相比Nanoloop,LSDJ的出现与演示场景有着加倍亲近的联系,在2012年的采访中,LSDJ的作者Johan Kotlinski提到他的一些朋友是瑞典Hack n' Trade演示小组的成员,他们都一样有着对Commodore 64和Amiga音乐的爱好,同时他也提到已经利用过Amiga电脑上的音乐建造工具Musicline Editor,这款运转在Amiga电脑上的音乐建造软件一样也是由Demoscene成长出来的。 在2022年的另一篇采访中,Johan则更具体地描写了那时情形,其中提到的另一位音乐人Goto80,正是Hack n' Trade的成员Anders Carlsson: Like many others in Sweden, I grew up with Commodore 64 and Amiga and so got accustomed to these sounds early on. Early 90s, I learned Protracker and shared .mod files on bulletin board systems, and made friends over FidoNet who shared my taste in music; mostly the techno/house/IDM stuff that were popular back then. Musicline Editor In 2000, I printed the 7″ vinyl "Papaya EP" with Commodore 64 music made by my friend Goto80. Surprisingly enough, people liked it enough to sell a thousand copies. I think it inspired us both to put more effort into what we were doing. 在2022年,Johan Kotlinski写过一篇《Amiga音乐法式1986-1995》(Amiga Music Programs 1986- 1995)也反应出作者对Demoscene所利用的Commodore 64和Amiga音乐法式的领会。 但与Nanoloop类似,LSDJ鉴戒了Demoscene的一些看法和技术,可是其开辟者自己却并不属于演示建造小组的成员,其成功用也一定合适建造演示法式的需要。正如Goto80提到,演示场景中的开辟者凡是不会让音乐法式利用全数的CPU资本,由于演示法式需要额外的资本处置图形,但对于芯片音乐开辟者来说,他们的软件会将一切的CPU资本都用来处置音乐。 @viznut: you are right in many ways. there is a difference in embracing the defaults and trying to transgress them, but chipmusic is usually about both. it's hard to say what's what, when talking intentions. but anyway, i don't think there is a strict general difference between demosceners and 'the others' in that sense. there are plenty of 'naive' chip-uses both by chip- & demosceners. for me, most good chipmusic i find these days are not produced for the demoscene. and to be honest, it's not that often that demoscene chipstuff is technically impressive either. also, the chipsceners have a head start by using CPU-maximizing software when demosceners don't (i mean, LSDj vs Carillon) aswell. Nanoloop和LSDJ都是很风行的芯片音乐建造软件,网上的视频教程也很多,所以本文就不再赘述具体的操纵方式了。 为什么芯片音乐场景挑选了Game Boy?相比Amiga大概Commodore 64这样的电脑平台,Game Boy并不是完善无缺的,电脑系统具有更多的灵活性,可以随机读写的软盘远比卡带利用起来方便而且廉价,电脑更大的屏幕和键盘也供给更好的操纵效力,鼠标、游戏遥感等外设还可以供给更多的控制方式。 但为什么在1990年月末,演示场景之外的芯片音乐开辟者挑选了Game Boy作为它的首要平台呢?在《舞台上的极客:(现场表演)芯片音乐天下的观察》也问了这个题目: But what are the reasons for the enormous popularity the Game Boy has reached as a musical instrument in a very short time? Presumably it is not just the sound. In this respect, other devices, above all, the C64, offer a lot more possibil ities. Also emerging tracker software such as LSDj and Nanoloop are probably rather the trigger and not the cause of this development, even though, in this respect, the LSDj especially, with its special live features, opens completely new opportunities. 文中将Game Boy作为乐器风行的缘由归为四点,即可获得性、便携性和直观的可用性、风行文化标记和演奏者的身材表达。前两者无需多言,作为一款销量过亿的掌上游戏机,Game Boy价格昂贵、易于获得,操纵也很是简易。尔后两点作者做出了较为具体的诠释: Over and above that, however, it seems to be the status of the Game Boy as a popcultural symbol known by everyone in the western world and, for some generations, a part of multi-sensual collective memory, which makes it so attractive. In this connection, Alex Yabsley rightly speaks of the Game Boy as a “symbol with a lot of semiotic meaning already attached to it”, which, for this reason, could develop into a trademark for the whole chipmusic scene (Yabsley 2022: 23). A current example is the merchandising package of the RTP DVD, coming with a personalized papercraft Game Boy. Reformat the Planet But not just the look, feel, sound and graphics of the Game Boy can evoke and transport such meanings and memories, but also the physical expression of the player, or to quote the media philosopher Vilém Flusser, the gesture of playing the Game Boy can be read (and staged) in different or even contradictory ways. Referring to Umberto Eco, Yabsley coins the term “semiotic guerilla warfare” for the experience someone has visiting a Game Boy concert (Yabsley 2022: 23). On the one hand, you see, with the majority, the stereotyped, rather pity-stirring silhouette of the gamer huddled over a console and immersed in his or her “artificial world”. On the other hand, there is the highly-appreciated figure of the artist, the (rock) musician, who, with the exalted movements of his (at best, sweat-covered) body, stands for the authenticity and expressivity of his artistic creativity (Frith 1998: 210-211). Hell Yes EP的封面展现了具有代表性的Chiptune表演者形象 就像发电站乐队(Kraftwerk)以西装革履的工程师形象解构了人们对摇滚明星的呆板印象一样,当芯片音乐的演奏者们抱着Game Boy在舞台上扭动他们的身材时也展现了一种分歧的人与机械交互的情形。 讲授与模仿:更普遍的传布在《芯片音乐、Fakebit和芯片场景中的实在性话语》一文中,提到第二代芯片人将自己视为艺术家而不法式员或游戏玩家,同时为芯片音乐引入了两种快速传布的身分,即基于互联网的传布和表演的活动性。不管是笔墨教程还是视频课本在2000年月都起头出现在互联网上,而Game Boy游戏机的提高和易于照顾让芯片音乐在欧洲国家之外和陌头表演中出现。 该论文还提到对于第二代音乐人来说,模仿是进修建造芯片音乐重要步调 对于我本人来说,也是亲身履历了这样一个模仿再被模仿的进程,在2022年炎天我在北京介入的futureSound vol2就是一个芯片音乐建造的工作坊,而它的首要内容,模仿自温哥华芯片音乐协会的ChipLabs工作坊。 全球性的音乐节《芯片音乐、Fakebit和芯片场景中的实在性话语》说起的第二代芯片音乐人也是全球性的芯片音乐节的首要推手,同时也在芯片音乐向公共提高的进程中起到了首要的感化: Second generation of chipmusicians are most known for establishing global festivals (for example, Blip Festival, Eindbaas, Micromusic parties) and also popularising chipmusic by sampling its aesthetic characteristics in popular culture (using audio samples in popular music, pixelating pictures and so forth). In this chipscene generation, information and communication technologies are adopted as methods of production and promotion. For example, crowdsourcing is a relatively new way of raising funds to support the organisation of events as well as music and video releases in the chipscene, by means of asking for financial support online addressed to Internet users. One such example is the documentary that overviewed the chipscene in Europe entitled Europe in 8 bits, whose director, Javier Polo, begun a crowdsourcing campaign on Verkami[16] raising more than 5,000€. 应当说,本日的芯片音乐场景很洪流平上都是由第二代芯片音乐人所界说的,他们重新界说了第一代芯片音乐刻毒而技术性的界说,使其加倍兼容技术文化场景。 Eindbaas是荷兰的芯片音乐集会,开办于1989年并延续至今 以模拟器软件建造“假芯片”的理论从第二代芯片音乐人之间就起头兴起,利用假芯片最重要的来由是躲避实在硬件的复杂性,《芯片音乐、Fakebit和芯片场景中的实在性话语》也说起了加拿大软件开辟商Plogue为假芯片分解器ChipSounds编写的广告语:
根基上来说,“假芯片”的出现代表的是芯片音乐创作加倍简化的趋向。 第三代芯片音乐人:加倍疏松的界说第二代芯片音乐人照旧在相当水平上遵守第一代芯片音乐人对硬件的纯洁主义,包括那些“假芯片”软件的开辟者,也在夸大自己对硬件特征的实在复原,ChipSounds的广告中一样提到:
可是对于第三代芯片音乐人来说,他们与第二代芯片音乐人之间最大的不同,即他们不关心技术限制和纯洁主义标准,而连系了声学乐器以及计较机硬件和软件。他们常常偶然被称作Chipsters,即chip hipster“芯片文青”。他们对芯片音乐的操纵更类似“古着”,更多出于表达文化上反支流的看法而非技术偏好或功效。 “假芯片”与游戏社群《芯片音乐、Fakebit和芯片场景中的实在性话语》也提到“假芯片”的很多爱好者来自于游戏社群: During fieldwork, Roger Cruz, who runs Chip-Con International stressed that most people that become interested in fakebit come from video game communities such as OCRemix (interview, 2022). 在实地观察中,经营Chip-Con International的Roger Cruz夸大,大大都对fakebit感爱好的人都来自OCRemix等视频游戏社区(采访,2022)。 Me: Is OCRemix retro-oriented? 这在一定水平上也诠释了明天堂内对芯片音乐了解的紊乱:即大大都“芯片音乐”爱好者实在是复古游戏音乐爱好者,当Sulimi等国内最早打仗芯片音乐的音乐人起头在国内传布芯片音乐的2022年前后,在外洋已经是第二代到第三代芯片音乐人的过渡期间了,《VVVVVV》这样复古气概的游戏起头风行,同时也是大量怀旧游戏爱好者在互联网上涌入芯片音乐话题的期间,是以国内的芯片音乐爱好者从一路头晓得“芯片音乐”的概念就几近是与游戏慎密关联的。而除了我本人之外,在中国也几近不会再有人领会芯片音乐和演示场景之间的关联。 日本芯片音乐的障碍和复兴在中国,欧洲风行的利用PSG的8-bit电脑几近从未风行过,几近一切人打仗芯片音乐都是经过日本游戏机,主如果红白机及其复制品。是以在中国常常有一种芯片音乐是日本文化的一部分的误解。可是正如前面三节课的内容所描写的,当游戏产业放弃利用芯片音乐以后,在全部90年月,几近一切围绕声音芯片的开辟都是由欧洲人完成的,而日本的芯片音乐几近处于障碍状态。 日本芯片音乐研讨者,http://VORC.org站长田中治久(hally)在2001年的总结文章中这样描写美国作曲家Jake Kaufman(Virt)的专辑给他带来的印象: ("FX EP")Not only the composition is excellent, but he succeed to imitate old Konami style completely. Maybe it isn't possible for today's Japanese musicians, including Konami. Virt can be the only successor to Konami of those days. This means Japanese chiptune style is dead in Japan, but appreciated in USA/Europe. So "FX EP" became a turning point of Japanese chiptune. 而日本的演示场景和芯片音乐研讨者,SID Media Lab站长河野崇(赤帯 akaobi)则说起在90年月的日本Tracker已经用于建造音乐游戏的BMS谱面文件,而“MOD”已经被误以为是谱面文件的代称。他一样也说起VORC是最早将“芯片音乐”这一术语引入日本的网站。 Once, my junior asked me, “Have you ever heard MOD?” I had no idea what the term meant, and later knew that it referred to a music file format used in Urao Yane’s BM98 released in 1998, which was a freeware inspired from beatmania released by Konami in 1997. To be exact, the format is a script called BMS (Be-Music Script or Be-Music Source file) in which assignment of objects made of wav files and bmp files is described, so it is quite different from MOD as a music file format. In the BMS scene, the work of making a file has been divided into pictures and sounds. This is similar to division of making a product in the demoscene. In other words, there is a concept of profession there. Moreover, in Japan in the late 1990s, tools originate from the demoscene such as Scream Tracker, Impulse Tracker, FastTracker II, MODPlug Tracker, and PlayerPRO were used for making music in the BMS scene, as well as by other PC users. The demoscene was located right by me. And then in 2001, chipmusic site VORC launched, which introduced the term and the concept of chiptune to this country. Ironically, I did not own my PC in the same year. BM98是科乐美狂热节奏(beatmania)的免费模仿者 2002年被hally以为是“日本芯片音乐的真正起头”,而这很洪流平上是围绕LSDJ展开的。 Till last year, non-commercial chip music in Japan was almost dead. But since nanoloop started Japanese language support, new chiptune generation finally appeared also from Japan. cow'p (19-t) is one of the most successful Gameboy musician in Japan. His debut album "Africa" bursts hardcore chippie idm. mmfan316 is one of the earliest nanoloop musician in Japan who will soon debut from USA. K-> is one of the most recent Little Sound Dj user, but brings quite refreshed Konamic pops. W2X is an unknown robotic chip composer who uses GBC or MSX. Hex125 is impressive about super tricky funky style. He's now directing Little Sound Dj Japanese support page. Btw. Little Sound Dj added some excellent features such as LSDj Patcher which allows you to change sample kits, and KeyboardInterface to play Gameboy via PC keyborard. 此外,hally也提到了2002年前后围绕红白机和NSF音乐格式的工具促进了日本与西方音乐社群的联系,一方面,2001年末的红白机MML音乐编译器mck被日本之外的芯片音乐社群所接管。另一方面,NerdTracker2、cheestracker等可以编辑NSF文件的音乐编辑软件也进入日本,给当地的爱好者带来了诸多新启发。 As with hardware/software development, cultural revolution caused by mck is also worth to mention. Some non-Japanese composers such as Virt, Rugar and Nulsleep started to use mck. You know, graphical tracker style has been the standard method to compose game/demo tunes for European/American people. So Japanese simple (for better or for worse) text based style called MML has been out of understanding. At least most of people weren't motivated to enter with this way. But mck started melting such an ice wall. 为何日本未出现演示场景?我们并不难了解日本芯片音乐障碍的缘由,日本并没有一个类似演示场景的场域继续和成长芯片音乐的建造技术。但为什么日本没有出现演示场景呢?日本游戏开辟者,《超连射68k》的作者吉田弘一 (@yosshin4004)在《演示场景发生之前日本的状态》(デモシーン発生之前の日本の状況)对其做了较具体的总结,他以为,日本缺少演示场景的来由有以下几点:
由此我们也可以看出,演示场景的出现,文化身分在起着比技术条件更强的感化。这在我们未来研讨某种产物、技术和社群在特定国家适用或不适用时是出格该当斟酌的。 总结我们会发现到这里明天的内容就根基上竣事了,在曩昔的三节课里,我们回首了芯片音乐的成长源流,出格是芯片音乐与游戏音乐的区分和与演示场景的联系,希望这节课可以帮助大师了解和观察分歧科技亚文化之间的相互感化和影象。 现场问答Q:LSDJ可以设备立体声平衡吗?比如特定的左右声道百分比? A:LSDJ有一个O(Output)号令来设备特定的音符从左声道或右声道输出,但没有对峙体声左右平衡的切确控制。下面的帖子有关于若何制造立体声鼓点结果更详实的会商,可供参考:https://chipmusic.org/forums/topic/19588/how-do-i-make-a-true-stereo-snare-in-lsdj/ |
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