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Scream Tracker

Scream Tracker is a family of software applications developed for by programmer Sami Tammilehto, known as and a founding member of the Future Crew, primarily between 1990 and 1994. These programs enabled composers to create electronic music through step-sequenced sample playback, pattern-based composition, and effects processing, outputting module files such as .stm for earlier versions and .s3m for the final iteration, which supported up to 100 8-bit samples, 32 channels, instrument definitions, 100 patterns, and 256 orders. The initial widely used release, Scream Tracker 2 (version 2.2 in 1990), introduced innovations like external sample referencing to reduce file sizes, distinguishing it from trackers and establishing a PC-specific workflow for the . Scream Tracker 3, launched in 1993 and finalized as version 3.21 in 1994, expanded capabilities with enhanced multichannel support, AdLib/ compatibility, and a that emphasized keyboard-driven editing for rapid composition. These features made it accessible for hobbyists and scene artists, fostering and tracker music genres tied to , demos, and early multimedia productions. Scream Tracker's influence extended as a precursor to subsequent PC trackers, directly inspiring tools like FastTracker II and Impulse Tracker through its modular design and effects implementation, such as arpeggios, portamentos, volume slides, and sample position jumps. Its free distribution and integration with Sound Blaster hardware democratized music production on IBM PCs, contributing to the growth of the European demoscene and influencing electronic music tools into the modern era via format emulators and retro software revivals.

History and development

Origins and creation

Scream Tracker was developed by Sami Tammilehto, known by the handle , who co-founded the Finnish demogroup Future Crew in 1986 on the Commodore 64 platform, with the group transitioning to PC in 1988 to leverage more advanced hardware for productions. As a key programmer in Future Crew, created the software to meet the 's growing demand for accessible music composition tools on systems, where early audio hardware like the rudimentary offered only basic beeps and the Sound Blaster card provided limited multichannel playback. The program's inception around 1990 was driven by the need to adapt Amiga-inspired trackers, such as SoundTracker and , to the PC environment, enabling demoscene artists to produce complex, pattern-based music despite the platforms' audio constraints like monophonic output and 8-bit sample limitations. Written primarily in C with assembly language optimizations for performance on , the initial versions were released as to facilitate collaborative music creation for demos, aligning with the 's of free distribution via bulletin board systems and floppy disks. Future Crew played a pivotal role in promoting Scream Tracker by integrating it into their landmark PC demos, such as those from the early , which showcased the software's capabilities and helped establish it as a staple in the demoscene's toolkit for audio production. This foundational work laid the groundwork for subsequent iterations, evolving the tracker to support broader hardware compatibility and creative features.

Release timeline

Scream Tracker's development began with its first popular release, version 2.2, in September 1990, which introduced basic music tracking capabilities for systems. This version, created by developer (Sami Tammilehto) of the Finnish demogroup Future Crew, marked the software's entry into the PC . A significant transition occurred with the shift to version 3.0 around 1993-1994, which adopted the new S3M and broadened the program's audio handling features. Although early internal builds of ST3 date back to 1992 and were used in Future Crew's productions like Fishtro, the first public releases emerged in 1993. The final update, version 3.21, arrived on December 6, 1994, incorporating various bug fixes to improve stability. Scream Tracker 2 was distributed as , while Scream Tracker 3 was released as , shared via and networks without any commercial licensing requirements. Key milestones included its integration into Future Crew's demo productions starting in 1991, beginning with releases like Mental Surgery, which utilized the tracker for composition. Subsequent updates were largely driven by feedback from the community, ensuring the software evolved in response to user needs within this creative ecosystem.

Versions

Scream Tracker 2

Scream Tracker 2, released in September 1990 by the Finnish group Future Crew, marked the foundational version of the software, introducing a tracker interface tailored for early IBM PC compatibles running . Developed primarily by Sami Tammilehto (known as ), version 2.2 supported 4 channels, allowing users to sequence music through sample playback without support for frequency modulation () synthesis. This limitation aligned with the hardware constraints of the era, focusing on basic production for the demoscene community. The software's audio output was rudimentary, delivering 4-bit sound via the for monophonic playback or 8-bit quality through external devices such as the or 1.x cards. Modules created in Scream Tracker 2 used the STM (Scream Tracker Module) file format, which stored up to 31 instruments—each defined by sample length, loop points, volume, and C3 frequency—along with pattern data limited to 4 channels and 64 rows per pattern. This format enabled sample-based sequencing, with patterns organized in a grid where notes, instrument numbers, and effects were entered numerically, emphasizing efficiency on low-resource systems. The pattern editor featured a simple grid-based interface for note entry, resembling a spreadsheet where users input hexadecimal values for pitches (C-0 to B-7) and selected from up to 31 instruments. Basic effects, drawn from ProTracker-inspired commands, included speed and tempo adjustments via the Axx command, which set the number of ticks per row to control playback pace. However, the software imposed significant limitations: no multichannel polyphony beyond the 4 voices, strict reliance on early DOS hardware without broader compatibility, and a cap of 31 instruments, restricting complex compositions. These constraints laid the groundwork for subsequent enhancements, such as the expanded channel support in Scream Tracker 3.

Scream Tracker 3

Scream Tracker 3, initially released in 1993 with versions dating back to 3.00 in 1992 and finalized as version 3.21 in December 1994, represented a significant advancement in tracker software by expanding audio capabilities beyond its predecessors. It supported up to 16 digital channels for sample playback alongside 9 FM synthesis channels, leveraging OPL2, OPL3, and OPL4 chipsets for melodic and drum synthesis. This polyphonic configuration allowed for more complex compositions, contrasting with the limitations of earlier versions like Scream Tracker 2. Hardware requirements included a 386SX or faster CPU, VGA graphics, and sound cards such as the Sound Blaster or Gravis Ultrasound, with expanded memory specification (EMS) utilized for efficient sample storage and loading. The software accommodated up to 99 8-bit samples, each ranging from 1 to 64,000 bytes in size, enabling detailed through features like sample loops for seamless repetition, volume envelopes for dynamic , and adjustments via fine-tuning of the middle C . were structured with up to 32 channels across 64 rows per , supporting up to 100 and 256 positions in the to organize song playback. Common editing commands included Bxx for jumping to a specific position in the and Cxx for breaking to a new row with a specified number of ticks, facilitating precise over song flow. Interface enhancements streamlined workflow for users familiar with tracker paradigms, incorporating function key shortcuts such as F1 for accessing the order list and song settings, F2 for the pattern editor, F3 for the instrument editor, and F5 for playback controls. These additions improved and editing efficiency on the DOS-based text-mode interface. For backward compatibility, Scream Tracker 3 could load and convert modules from the earlier format.

Technical features

Audio capabilities

Scream Tracker utilized (PCM) , employing 8-bit digital samples that were mixed across multiple channels to produce polyphonic audio output. In its later versions, such as Scream Tracker 3, this supported up to 16 channels for sample playback, plus support for 9 FM channels via AdLib/ , enabling complex arrangements within the constraints of contemporary PC hardware. Panning was implemented for spatial audio effects, with 16 discrete positions available when using the , allowing precise left-right positioning of sounds. For melodic elements, Scream Tracker incorporated (FM) through compatibility with AdLib and chipset-based sound cards, providing 9 dedicated melodic channels. Instruments in this mode were defined using the OPL's two-operator architecture, where parameters for each operator—including frequency multiplication, level scaling, and attack-decay-sustain-release (ADSR) envelopes—could be configured to shape timbres ranging from metallic to organic sounds. This hybrid approach allowed seamless integration of FM voices alongside PCM samples in the same . The mixing engine operated in , combining the digital PCM streams with FM outputs for final audio rendering. Early iterations, like version 1.0, were limited to monophonic playback due to hardware constraints, but subsequent releases expanded to matching the supported channels. Hardware compatibility spanned basic devices such as the for 4-bit monophonic output, the Sound Blaster for 8-bit playback via its , and advanced cards like the , which offered enhanced features including finer panning resolution and built-in reverb processing. Audio effects were applied through pattern-based commands, enabling dynamic modifications such as for smooth pitch slides (e.g., the 1xx command for upward ), for periodic pitch modulation (4xx), and for amplitude variation (7xx). These effects were processed in per channel, contributing to expressive controlled via the tracker's sequential .

Editing and interface

The editing interface of Scream Tracker provided a modular, keyboard-driven workflow centered around function key screens for composing music in a tracker format. Users navigated between the order list (F1), pattern editor (F2), instrument list (F3), and instrument library (F4), allowing seamless transitions for editing song structure, patterns, and samples without leaving the DOS environment. This design emphasized efficiency for demoscene musicians, with a text-based display showing up to 32 channels across 64 rows in the pattern editor, where each cell contained fields for note, instrument number, volume, effect command, and parameter in a compact, tabular layout. The pattern editor supported hexadecimal note entry, where notes were input as letters (C to B) followed by an octave digit and a period for off-notes (e.g., "C-4" for middle C), enabling precise melodic and rhythmic composition on a grid-based timeline. Chord support was achieved through polychannel mode, allowing multiple notes to be entered across adjacent channels simultaneously via the chord editor (ALT+Z to ALT+M), facilitating harmony creation like suspended fourths (e.g., C-F-G configurations) without arpeggiation tricks common in earlier trackers. Area commands streamlined editing tasks, such as copying (ALT+C) and pasting (ALT+P) blocks of patterns, while the edit mask (comma key) toggled visibility of fields like volume or effects for focused input. Instrument management occurred primarily through the screen, which listed samples with details like name, speed (fine-tune), default volume, and loop points, permitting adjustments to volume envelopes, loop start/end, and for accuracy. The instrument library allowed loading and saving samples from disk, with options to maximize volume (ALT+M) or delete entries (ALT+D), integrating sample editing directly into the workflow via to switch views. Global controls included the F1 order list for arranging patterns and setting overall song parameters, such as tempo changes (Axx command for ticks per row) and speed adjustments (Bxx for beats per minute), which influenced playback pacing across the module. Soundcard setup was accessible via SHIFT+F9, configuring output devices and stereo modes (ALT+S) to match hardware like . Navigation relied on PC keyboard shortcuts, with Home/End for cursor movement, CTRL+Home/End for row jumps, and ALT+1 to ALT+8 for incrementing values in the current field. Keyboard integration treated the layout as a , mapping keys like Z (C), X (D), and S (C#) for direct note input, with shifts via * and /, and (ALT+D) for inserting effects like volume slides (Dxy) or pitch bends (Exx). functionality (CTRL+Backspace) and (CTRL+Enter) supported iterative , while F10 provided quickhelp for commands. Playback features enabled preview with F5 to play the current from the cursor row, SHIFT+F5 for full playback from the beginning, and F8 to stop, incorporating loop points set in the order list and muting (ALT+F9 per ) for testing arrangements. The F5 screen displayed live activity during playback, allowing scrolling (left/right arrows) to monitor waveforms and toggle modes like .

File formats

STM format

The STM (Scream Tracker Module) format is a binary file format developed for storing musical compositions created in early versions of Scream Tracker, specifically versions 1.0 and 2.x prior to the transition to version 3.0. It encapsulates patterns, sample data, and playback orders in a compact structure optimized for the limitations of MS-DOS-based tracker software on PC compatibles. Files use the .stm extension and typically range under 100 KB for modules, owing to the inclusion of embedded 8-bit sample data and efficient pattern encoding. The begins with a fixed header starting at 0x0000, consisting of a 20-byte song title (null-terminated ASCII ), followed by an 8-byte program identifier such as "!Scream!" at 0x0014. Subsequent fields include a 1-byte type indicator (2 for modules with samples), major and minor version numbers (e.g., major 2 for ST2), an initial value, the number of patterns (up to 64), and a global volume setting (up to 64, introduced in later ST2 versions). The header concludes with 31 sample headers starting at 0x0030, each 30 bytes long and detailing sample filename (12 bytes), data position in paragraphs (multiplied by 16 for byte ), length in bytes, start and end points, and default volume (0-64). This structure supports up to 31 8-bit mono samples, reflecting the 's focus on sampled audio without FM synthesis support. Following the sample headers, the order list occupies 64 or 128 bytes (depending on version), listing pattern indices for playback sequence, with values like 98 or 99 denoting the end and 99 indicating empty patterns. Pattern data then follows, with each of up to patterns comprising rows across 4 channels, stored in an uncompressed but packed of 1024 bytes per pattern ( rows × 4 channels × 4 bytes per event). Each event uses four bytes: the first encodes (bits 7-5) and (bits 4-0, 0-11 for C to B); the second byte holds the instrument number (1-31); the third combines (0-) and effect type (A-O, codes 1-15); and the fourth provides the effect parameter (0-255). Efficiency is achieved through special codes: 251 for all-zero events, 252 for empty events, and 253 for note cuts, reducing redundancy in sparse patterns. Sample data is appended after patterns, aligned to 16-byte boundaries, enabling direct loading into for playback. The format's limitations include support for only 4 playback channels, 31 samples, and no integration of instruments or stereo output, making it suitable for basic AdLib or playback but less versatile than successors. Native to Scream Tracker 2, STM files can be converted to the S3M format used in version 3.0 and later, though this process discards ST2-specific effects and optimizations. Modern players like and libxmp maintain compatibility, parsing STM files while emulating original playback behaviors.

S3M format

The S3M (Scream Tracker 3 Module) file format was introduced with version 3.0 of , serving as the primary format for saving music modules created in the software. It supports up to 99 samples, 32 channels, 100 patterns, and 256 orders, enabling more complex compositions compared to earlier formats. The file structure begins with a header identified by the ASCII string "SCRM", followed by the module title (28 characters, null-terminated), initial tempo, global volume, and other playback parameters such as speed and master volume. The header also includes the order list, which sequences up to 256 indices, along with pointers to and data sections. Following the header is the section, which accommodates both sample-based instruments and definitions; sample instruments include data such as length, loop points, volume, and flags for looping or stereo, while definitions specify ( Operator Type-L) parameters. Pattern data follows, stored either uncompressed or in a packed form, with the order list providing the playback sequence. FM integration in S3M allows for up to 9 instruments, each defined by modulator and carrier settings, including , frequency, and volume envelopes, as well as selectable waveforms for . These instruments can be assigned to specific , typically 9 melodic channels, alongside PCM sample playback on the remaining channels. Pattern data employs variable-length encoding for efficiency, where each row across channels packs , , volume, and effect commands; for instance, the byte 0x00 indicates no in a channel, allowing sparse data to be compressed. The format supports import and export of files, though limited to a maximum of 31 instruments due to .MOD constraints. Files use the .S3M extension and maintain backward compatibility with the STM format through dedicated conversion tools provided with Scream Tracker 3.

Legacy

Influence on tracker software

Scream Tracker significantly influenced subsequent tracker software, particularly through its S3M format and user interface design. , released in 1995 by Jeffrey Lim, directly built upon Scream Tracker 3 by adopting the S3M module format for compatibility and incorporating UI elements such as pattern commands and effects notation. This imitation extended to the overall workflow, where 's interface closely mirrored Scream Tracker 3's layout for sample editing and sequence arrangement, enabling seamless transition for users in the tracker community. The software also impacted FastTracker II, released in 1994, by advancing the standard for in PC-based trackers. Scream Tracker 3's support for up to 32 channels of playback, a leap from the 4-channel limitation of earlier tools like Scream Tracker 2, popularized multi-channel composition on consumer hardware and inspired FastTracker II's similar 32-channel capability. This shift enabled more complex arrangements, influencing later tools in the and beyond by establishing higher as a benchmark for tracker efficiency on Sound Blaster-compatible systems. Modern trackers continue to integrate S3M support for playback and editing, preserving Scream Tracker's legacy. provides comprehensive S3M import, export, and rendering, including accurate reproduction of its pattern data and instrument structures. offers native loading of S3M files, allowing users to edit and convert them while maintaining compatibility with Scream Tracker's effects. As distributed by Future Crew starting with version 3.0, Scream Tracker's model fostered community-driven innovation within the , where users extended the S3M format through custom tools and modifications for enhanced effects and compatibility. This open approach encouraged developments like format converters and editors that built upon S3M's structure, sustaining its use in niche music production. Scream Tracker 3's implementation of FM left a technical legacy in emulation software. Its integration of up to 9 OPL2 melodic channels alongside sample-based audio pioneered hybrid in trackers, directly informing built-in OPL3 emulators in tools like for authentic playback of FM-inclusive S3M modules. This heritage extends to VST plugins such as VOPM, which emulate the OPL3 chip to recreate Scream Tracker-era sounds in contemporary production workflows, and retro emulators that prioritize ST3-compatible FM rendering.

Role in the demoscene

Scream Tracker served as the primary music production tool for the Finnish demogroup Future Crew, enabling the creation of intricate soundtracks for their early demonstrations under severe size constraints typical of the era. For instance, the 1991 demo Mental Surgery utilized Scream Tracker to integrate sophisticated compositions that enhanced its visual elements, such as 3D starfields and scrollers, all within the limitations of hardware. This approach allowed Future Crew to push the boundaries of PC demoscene productions, where music had to fit alongside code and graphics in compact files. Throughout the 1990s, Scream Tracker gained widespread adoption in the European , particularly for competitions with strict file size limits like 4KB and 64KB intros. Artists such as Purple Motion (Jonne Valtonen) of Future Crew composed notable modules in Scream Tracker for high-profile releases, including the soundtracks for (1992) and (1993), which showcased its efficiency in generating demo-compatible audio. These tools were essential for demoscene participants aiming to maximize auditory impact in resource-constrained environments, contributing to the scene's emphasis on creativity over hardware power. The software played a pivotal role in fostering the tracker music genre, often termed "demostyle" or integrated into s, by prioritizing innovative sample manipulation and pattern-based composition techniques. Demoscene musicians leveraged Scream Tracker's pattern editor to layer short, looped samples—derived from digitized sounds or synthesized waveforms—creating dense, evolving tracks that mimicked aesthetics while incorporating rhythmic complexity and effects like panning and volume envelopes. This methodology encouraged a distinctive sound palette, where artists repurposed everyday recordings into melodic elements, influencing the 's audio identity and distinguishing it from traditional composition methods. S3M modules produced with Scream Tracker were actively distributed within the demoscene community through FTP sites and physical scene disks, amassing a among groups like Fairlight. These exchanges, hosted on archives such as , allowed musicians to trade compositions, samples, and techniques, strengthening collaborative networks across and beyond. The portability of the S3M format further facilitated this sharing, as it supported playback on various DOS-based systems without proprietary dependencies. Scream Tracker's prominence waned after 1995 as Windows-compatible trackers like emerged, offering enhanced features such as better integration and multi-channel support that aligned with evolving hardware and operating systems in the . However, it experienced a revival in retro computing scenes during the 2020s, coinciding with the 's recognition as by in countries including (2020) and (2025), highlighting its foundational contributions to digital artistry.