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Why should you use Prog
Organ?
The short answer is
that you shouldn't if you don't want to. There are several other excellent
PC-based organ systems out there, most of them (amazingly) free, and I have no
interest in comparing them with Prog Organ nor it with them. Least
of all am I interested in issues of "competition". All systems
have their strengths and weaknesses, including this one. Prog Organ
merely increases the number of systems on offer by one - and that can't be bad. I
started developing it at a time when the other offerings had either not appeared
or were not very well known. However since then, I have customised it
largely to suit my own tastes and requirements as an organist of both the
straight and theatre varieties, and it reached a point where I thought it might
now be
of interest to a wider community.
Some of its features
are:
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It uses SoundFont
technology, as do some of the other systems. Any standard sf2
SoundFont can be organised (using a SoundFont editor) so that it will work
with Prog Organ. However it also uses a special SoundFont
variant specific to itself which enables it to articulate additional effects
applied to the sound samples. At one extreme you could
import recorded samples of every note of every stop on a pipe organ, and in
this sense the system could therefore be called a Virtual Pipe Organ.
If you prefer something less intensive so you and your family can still get a life in other respects, you can construct SoundFonts based
on fewer samples and 'stretch' them across various keygroups.
SoundFont editors enable you to do this - they are not only easy to use and highly sophisticated but some are free
(including the recent and latest version of Creative Labs' Vienna, version
2.4). You do not need to make recordings of pipes with and without
tremulants because the frequency and modulation facilities available within
a SoundFont make it easy to construct tremulants to any desired degree of
sophistication. Of course, if you did want to record actual tremulated
pipes there is nothing to prevent you doing so.
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Once you have the
SoundFonts, you can simulate any number of organs. Each can be called
up when you start the control program by specifying which of several
Configuration Files is to be read. You construct these files yourself
using a simple text editor, and they tell the system (for example) which
stop names correspond to which tabs or knobs at the keydesk, and where to
look in the SoundFonts for their sounds. Don't be put off by this - I supply sample SoundFonts and Configuration Files in the software
package to get you going.
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The system uses
SoundFont-compatible sound cards, each of which provides 64-note polyphony
and two audio output channels. Each card will accommodate up to 32
speaking stops, of which 8 to10 can typically be used simultaneously
depending on how "chord-heavy" your music is or how many couplers
you are using. An up to date PC will drive about four sound cards
simultaneously, possibly more. Bearing in mind that even the largest
and most expensive commercial organs seldom use more than six or seven
64-note modules, you can see that Prog Organ will enable you to
approach or exceed that level of performance but at only a tiny fraction of
their cost, even in an extreme case where you decide to use two PC's with
eight cards or more to simulate very large organs.
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From the outset I
designed the system to exactly simulate organs with unified, extended,
borrowed or duplexed ranks. The key factor in such a scheme is that
each simulated pipe must only sound once, regardless of how many times the
player might be demanding it at the keydesk. Thus a theatre organ can
be properly simulated.
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A blind
capture-combination system is supported to avoid you having to invest in
expensive motorised stop tabs or draw stops at the keydesk. Having
captured a combination, you call it up by pressing the relevant piston. A
LED at the keydesk warns you that the blind combination is in use, as the
stops themselves will not respond if operated by hand. You release the
blind combination by pressing a RELease piston.
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Tremulants can be
simulated to any degree of sophistication. You can vary their
characteristics in terms of amplitude and frequency modulation across a stop
or rank, and you can have any number of them. These features follow
automatically from the decision to use standard SoundFont technology.
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Small, random
fluctuations are introduced into the sounds of the stops, differently for
each one. This prevents the sterile in-your-face type of sound so
common with digital organs, and it simulates what happens to the sounds of
real pipes while they are on speech.
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