Tree
 
motivation
'Sound FX war ausserdem modular aufgebaut. Die eigentlich Musik-Abspielroutine befand sich in einer externen library (soundfx.library) und konnte dadurch von beliebig anderen Programmen genutzt werden. Natürlich gab es auch eine Library für Christian Webers GameExec welches in vielen Games als 'Betriebssystem' zum Einsatz kam.'
 
 
 
 
Trotzdem war Sound FX eines meiner wichtigsten Programme. Ohne dieses hätten diverse unserer Spiele (> 10 Stück) nicht den tollen Sound von Roman Werner.
 
I did start tracking on soundFX in 1989 however the demogroup i was working on was unable to get the replayroutine so had to pass on noisetracker
 
quote
“4-Which composing programs have you been using? Which one in particular?”
I discovered Linel's SoundFX about a year before I saw Soundtracker (which I 
hated). The important difference between the two is that SoundFX let you use 
CIA timing so you could match breakbeats perfectly, where as Soundtracker had 
no concept of "BPM". I was trying to make house/dance tracks so I found SoundFX 
was better for that purpose. I later used Noisetracker for making more typical
demoscene tracks (Noisetracker's pattern FX were far far superior to SoundFX's).
Of course, when it came to implementing the playroutine into code - SoundFX 
sucked! (See Magnetic Fields Spaced Out 1 music disk to hear how my music 
DOESN'T work with the playroutine hack.) By the time ProTracker was released, 
you could choose CIA timing, so I started using that.
The king of trackers, as far as I'm concerned, was OctaMED for its synth sound 
editor. I spent so many happy hours making C64-sounding tunes using that (some 
are still available at Exotica's Special section.)