GNU Solfege Manual V3.5.1
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# GNU Solfege Manual V3.5.1

### Tom Cato Amundsen

`<tca@gnu.org>`

This manual describes version 3.7.2 of GNU Solfege.

Copyright © 2005 Tom Eykens

Copyright © 2000, 2001, 2002, 2003, 2004, 2005, 2006 Tom Cato Amundsen

Copyright © 2006 Crédits - traducteur : Etienne Bourrez

Il est donné permission de copier, distribuer, et/ou modifier ce document sous les termes de la GNU General Public License, publiée par la Free Software Fundation ; soit la version 2 de la license, ou (à votre choix) toute version plus récente. Le texte complet de la licence est disponible à Annexe A, GNU General Public License.

Retour d'expérience

To report a bug or make a suggestion regarding the GNU Solfege application or this manual, please visit SITS (Solfege Issue Tracking System) or email `<bug-solfege@gnu.org>`.

Historique des versions
Version GNU Solfege Manual V 3.7.2 | 22-10-2005
Tom Cato Amundsen `<tca@gnu.org>`

Liste des illustrations

3.1.
3.2.
3.3.
3.4.
3.5.
3.6.
3.7.
3.8.
3.9.
3.10.
3.11.
3.12.

## Chapitre 1. Introduction.

##

## Bogues

There are two ways to report bugs or make requesting an enhancement regarding the GNU Solfege application or the user manual: send an email to `<bug-solfege@gnu.org>` or open a new bug on SITS (Solfege Issue Tracking System). General questions and patches should be sent to `<solfege-devel@lists.sourceforge.net>`.

Merci de faire des rapports de bogues détaillés. ''J'ai un message d'erreur dans une fenêtre lorsque j'essaye de lancer le programme'' ne m'est d'aucune utilité. Lorsque vous rapportez des bogues :

- Dites moi quelle version de Solfege vous utilisez. Vérifiez SVP si une nouvelle version est disponible. Si vous voulez seulement utiliser des versions stables, n'essayez pas les versions de développement les plus récentes.

- Quel système d'exploitation utilisez vous ? Quelle version ?

- Décrivez exactement ce que vous faisiez lorsque l'erreur est apparue.

- Send an exact copy of the error messages. They make sense to the Solfege author even if you think they look cryptic to you.

## Ressources en ligne

La page d'accueil de Solfege est http://www.solfege.org. Il y a aussi une page moins fournie avec de l'info plus statique à http://www.gnu.org/software/solfege/.

### Télécharger Solfege

Le code source est disponible depuis http://ftp.gnu.org/gnu/solfege. Si vous aimez l'aventure, vous pouvez essayer les versions instables depuis http://alpha.gnu.org/gnu/solfege. Ces versions peuvent contenir plus de bogues, mais vous aurez aussi l'occasion d'essayer de nouvelles fonctionnalités, de détecter des bogues et d'en faire le rapport.

Source code and some precompiled binaries are available from http://sourceforge.net/project/showfiles.php?group_id=1465.

Si vous utilisez Debian, vous pouvez exécuter `apt-get install solfege` pour télécharger et installer le programme.

### Listes de diffusion

#### `<solfege-announce@lists.sourceforge.net>`

Très peu de trafic, modérée et utilisée pour annoncer les versions stables de Solfege. (Inscription | Archive)

#### `<solfege-devel@lists.sourceforge.net>`

Si vous voulez rapporter un problème d'installation ou d'execution de Solfege, ou si vous avez des questions, des commentaires ou des idées sur la façon d'améliorer Solfege, merci de poster un message vers cette liste plutôt que vers le forum de Sourceforge ou que directement vers l'auteur. Vous pouvez poster des messages à solfege-devel sans vous inscrire. (Inscription | Archive)

#### `<bug-solfege@gnu.org>`

L'adresse GNU standard pour envoyer des rapports de bogues. Cette liste est actuellement renvoyée vers `<solfege-devel@lists.sourceforge.net>`

## Fenêtre des préférences

### Paramètres Midi

#### Tempo

Set the tempo (beats per minute) for music and arpeggios.

#### Instrument préféré

Choisit l'instrument Midi et la vélocité (volume) de chaque note.

#### Chord instruments

Solfege can use three different instruments when playing chords. One for the highest tone, one for the tones in the middle and one for the bass tone. This can be helpful if you find it difficult to hear individual tones in chords.

### Utilisateur

Solfege utilise cette information dans quelques exercices où l'utilisateur est supposé chanter.

#### Note la plus basse/haute que l'utilisateur peut chanter.

Ces boutons défilants indiquent à Solfege les notes la plus haute et la plus basse que l'utilisateur peut chanter . Ces valeurs sont simplement considérées comme des recommandations par le programme. Si par exemple les valeurs sont fixées à do et do' et que vous avez configuré le programme pour vous demander de chanter des dixièmes, vous devrez chanter des notes en dehors de cet intervalle.

#### Sex

Solfege need to know if the user is male or female when creating some of the questions where the user will sing the answer. This because the male voice sound one octave lower than the female voice.

### Interface utilisateur

#### Programmes externes

Logiciel de messagerie : Définit la commande qui lance le logiciel de messagerie

The sound convertor programs are used to export exercises to sound files. You should enter the full path to the program. Solfege will replace `%(in)s` with the name of the file to convert. `%(out)s` will, if used, be replaced with the name of the file to convert to.

#### Divers

Fenêtre principale redimensionnable: Permet à l'utilisateur de redimensionner la fenêtre principale de Solfege.

Mode expert : Permet à l'utilisateur de sélectionner les questions du fichier de leçons qu'il souhaite pratiquer. Les statistiques ne sont pas conservées en mode expert.

Select language: You can manually select the language you want if Solfege does not detect this correctly, or if you want to run Solfege with a different language that your operating system.

### S'entraîner

Ne pas autoriser à passer une question : Inactive le bouton 'nouveau' jusqu'à ce qu'il ait été répondu correctement à la question ou que l'utilisateur clique "abandonner".

Répéter la question si la réponse est mauvaise : Répète le son à nouveau lorsque l'utilisateur donne une réponse inexacte.

### Configuration du son

#### Midi setup

Il y a trois façons de créer le son :

Pas de son:

  A utiliser pour le débogage ou lorsque vous portez Solfege sur un autre système. Aucun son n'est émis, les évènements midi sont imprimés sur stdout.

Utiliser le périphérique :

  Le meilleur choix est habituellement `/dev/music` car il a le meilleur support pour les instruments de percussion. `/dev/sequencer2` est généralement un lien symbolique vers `/dev/music`. Si votre système n'a pas `/dev/music`, vous pouvez le créer en tant que root avec cette commande (si vous utilisez le noyau linux version 2.2 ou plus récent) :

  cd /dev mknod music u 14 8

Utiliser un programme Midi externe :

  Cela peut être utile pour des systèmes qui n'utilisent pas OSS, ou si vous avez un mauvais synthétiseur Midi sur votre carte son et désirez utiliser timidity.

##### Autres options

Cochez la case "Ma carte son est une Sound Blaster AWE32, AWE64 ou pnp32" si vous avez ce type de carte son. Cela vous donnera de réelles percussions dans l'exercice de rythmes. Il y a encore du code à écrire pour les autres cartes son. Cette option n'est nécessaire que si vous utilisez `/dev/sequencer` pour jouer les sons Midi.

## Training set editor

The training set editor let you create MIDI/WAV/MP3/OGG files of questions so that you can upload them to your pda, cell phone or MP3 player. A solution sheet will be generated for you to print out. Then you can let the MP3 player play the tracks by random order, and you can use the solution sheet to check if you recognised the music correctly.

You use the training set editor to define which exercises to generate. You can save your definition in a file for later use. Each time you click Export a new set of files are generated in a directory of your choice. You have to manually upload the generated sound files to you mobile device.

The program let you generate questions from as many lesson files as you like, but the most typical usage would be to generate lots of questions from just a single, or just a few files.

The programs used to convert between the different file formats are defined in Gui page of the preferences window. Please check the definitions there if you have problems converting the MIDI files to WAV, MP3 or OGG format.

Table headings explained

Count

  The number of questions to generate from the lesson file.

Repeat

  The number of times to repeat each question.

Delay

  How long delay it will be between the questions. Measured in the length of quarter-notes.

## Chapitre 2. Sections d'aide pour les exercices

##

## Intervalle harmonique

Cet exercice est l'un de ceux que vous pouvez utiliser pour pratiquer les intervalles. Le concept est assez simple. Vous cliquez sur le bouton ''Nouvel intervalle'' pour jouer un intervalle aléatoire, et vous devez dire de quel intervalle il s'agit.

If you are using the buttons interface, then you can right-click on the buttons to hear the interval they represent.

### Configuration

On the config page of the exercise, there is a combo box where you can select different ways to answer the question. Currently there is a piano, guitar, bass and a few types of accordion in addition to the default buttons interface. Below is a screenshot showing the piano interface.

### Raccourcis claviers

- Nouvel intervalle : Alt-n

- Répéter : Alt-r

- Rejouer mélodique : Alt-m

- Abandonner : Alt-a

Seconde mineure : 1 | Quarte juste : 2 | Sixième majeure : 3 | Neuvième mineure : 4
Seconde majeure : q | Triton : w | Septième mineure : e | Neuvième majeure : r
Tierce mineure : a | Quinte juste : s | Septième majeure : d | Dixième mineure : f
Tierce majeure : z | Sixième mineure : x | Octave juste : c | Dixième majeure : v

## Intervalle mélodique

Cet exercice crée des intervalles aléatoires et vous devez essayer de les identifier.

If you are using the buttons interface, then you can right-click on the buttons to hear the interval they represent.

### Configuration

On the config page of the exercise, there is a combo box where you can select different ways to answer the question. Currently there is a piano, guitar, bass and a few types of accordion in addition to the default buttons interface. Below is a screenshot showing the piano interface.

### Raccourcis claviers

- Nouvelle question : Alt-n

- Répéter : Alt-r

- Abandonner : Alt-a

Seconde mineure : 1 | Quarte juste : 2 | Sixième majeure : 3 | Neuvième mineure : 4
Seconde majeure : q | Triton : w | Septième mineure : e | Neuvième majeure : r
Tierce mineure : a | Quinte juste : s | Septième majeure : d | Dixième mineure : f
Tierce majeure : z | Sixième mineure : x | Octave juste : c | Dixième majeure : v

## Chanter l'intervalle

Dans cet exercice, Solfege va afficher un ou plusieurs intervalles, et vous devrez les chanter. Malheureusement, il n'est pas actuellement possible de chanter dans un microphone et de laisser Solfege décider si ce que vous chantez est correct, donc vous devrez décider vous même si ce que vous chantez est correct ou non.

### Configuration

Le programme va essayer de poser une question dans laquelle toutes les notes soient dans l'intervalle que l'utilisateur peut chanter, comme configuré dans la fenêtre des préférences. Parfois, il n'est pas possible de respecter l'intervalle, par exemple lorsque l'exercice est configuré pour créer plusieurs intervalles chacun plus haut que l'autre.

### Raccourcis claviers

- Nouvel intervalle : Alt-n

- Nouvel intervalle, le dernier était OK : Alt-n

- Nouvel intervalle, le dernier était faux : Alt-f

- Rejouer la première note :Alt-p

- Jouer la réponse :Alt-r

- Jouer la dernière note : Alt-d

## Identifier l'accord

Le but de cet exercice est d'identifier l'accord joué.

Commencez l'exercice en cliquant Nouveau. Solfege va jouer un accord, et vous devez l'identifier en cliquant sur l'un des boutons situés sous la portée vide.

Si vous avez deviné, le programme va afficher l'accord sur la portée et afficher le message "Très Bien". Vous pouvez alors cliquer le bouton Nouveau pour passer à la question suivante.

Si vous n'avez pas deviné, le message "Faux" sera affiché.

### Raccourcis claviers

- Nouvel accord : Alt-n

- Répéter : Alt-r

- Rejouer l'arpège : Alt-a

- Abandonner : Alt-a

## Identifier l'accord

Cette page est une page d'aide générique pour tous les exercices utilisant le module `chord`. Ces exercices peuvent demander trois choses à l'utilisateur : le type d'accord, le renversement et la note la plus haute. L'idée est que que vous y répondiez en trois étapes :

- Identifier le type d'accord

- Qu'est-ce qu'un renversement

- Quelle note est la plus haute de l'accord ?

Il est important que vous preniez votre temps, peut-être que vous chantiez l'accord, et que vous identifiez le type d'accord avant d'essayer de trouver le renversement.

Notez qu'il est aussi possible que l'exercice vous ne demande que le type d'accord et le renversement, ou même que le renversement et la note la plus haute.

### Raccourcis claviers

- Nouvel accord : Alt-n

- Répéter : Alt-r

- Rejouer l'arpège : Alt-a

- Abandonner : Alt-a

## Chanter un accord

Si vous dirigez un choeur, vous devez chanter les notes de départ des différentes voix, et si vous n'avez pas de piano a proximité, vous devez utiliser un diapason. Si vous êtes un homme, vous chanterez les notes de femmes un octave plus bas, et vice versa.

Le programme va jouer la note La (440 Hz), et afficher un accord que vous devez chanter.Solfege ne permet pas pour l'instant d'utiliser un microphone, donc vous devrez décider vous même si la réponse est juste ou non.

### Raccourcis claviers

- Nouveau : Alt-n

- 440hz : Alt-z

- Jouer la réponse : Alt-r

## Rythme

Le programme joue un rythme aléatoire, et l'utilisateur doit reproduire ce rythme. L'utilisateur entre le rythme en cliquant sur des boutons représentant différents éléments rythmiques.

Lorsque vous avez entré suffisamment d'éléments rythmiques, Solfege vérifie votre réponse. Si tout est exact, il affiche un visage souriant, sinon un visage triste et tous les rythmes inexacts sont repérés.

Si une partie de votre réponse est inexacte, tout ce qui est après le premier élément inexact est effacé (mais les rythmes corrects dans le début de votre réponse sont conservés) losque vous cliquez sur le visage triste, ou lorsque vous cliquez sur les boutons des éléments rythmiques.

You can click the 'Play' button to hear your suggestion.

### Configuration

Les questions posées par cet exercice sont pour le moment construites en sélectionnant les éléments au hasard. Ce n'est pas le meilleur moyen de le faire, et nous espérons qu'une meilleure façon de construire les questions sera disponible dans une prochaine version.

Cliquez dans les cases de l'ongle de configuration pour sélectionner les rythmes utilisés pour composer la question.

### Raccourcis claviers

- Nouveau : Alt-n

- Répéter : Alt-r

- Abandonner : Alt-a

- Effacer : Backspace

## Tap the rhythm

The program will play a randomly generated rhythm, and the user should reproduce the rhythm. The user enters the rhythm by tapping on the button labeled Tap here.

## Dictée de notes

Cet exercice est appelé dictée, mais si les fichiers de leçons nécessaires sont écrits, il peut être utilisé de plusieurs manières :

- Solfege vous joue de la musique que vous êtes supposés écrire sur papier. Cliquez sur les boutons montrant une (note) noire pour rejouer des parties de la musique. Vous devez cliquer sur le bouton Afficher et vérifier vous même vos notes pour voir si vous avez fait des erreurs.

- Vous pouvez utiliser cet exercice pour vous entraîner à la lecture à vue. Lorsque vous débuter l'exercice, cliquez sur Afficher et essayez de chanter la musique. Puis vous pouvez utiliser le bouton Jouer toute la musique ou les boutons avec les notes noires pour laisser le programme jouer la musique. Vous devez décider vous même si vous pensez avoir réussi.

### Raccourcis claviers

- Jouer toute la musique : Alt-j

- Afficher : Alt-a

## Gammes

Scales are a complex matter. For example is the greek lydian (C-D-E-F-G-A-B-C) different from the medieval and modern lydian (C-D-E-F#-G-A-B-C). You can read about all the scales used in GNU Solfege here.

Solfege has three variants of scale exercises so far.

- Solfege va jouer une gamme, et vous devrez l'identifier en cliquant sur le bouton indiquant le nom de cette gamme.

- Solfege will play a scale, and you should identify the structure of the scale. You will be presented a collection of buttons labeled with a number of '1', '2' and '3'. These numbers represent the intervals minor second, major second and minor third that are between the tones of the scale.

- Solfege will play a scale, and you should idenitfy the grade. For example may Solfege take the natural minor scale, and play it from any of the tones one the scale, and you must tell which tone it starts on.

### Raccourcis claviers

- Nouveau : Alt-n

- Répéter : Alt-r

- Rejouer lentement : Alt-l

- Abandonner : Alt-a

## Justesse

Dans cet exercice, Solfege va jouer un intervalle, et vous devez dire comment est la justesse de cet intervalle. Vous l'indiquez en cliquant sur l'un des boutons libellés 'trop petit', 'juste' ou 'trop grand'. Il est aussi possible que l'un de ces trois boutons soit absent.

### Raccourcis claviers

- Nouveau : Alt-n

- Répéter : Alt-r

- Abandonner : Alt-a

- Afficher : Alt-a

## Identifier la note

C'est un exercice combiné d'intervalle et de mémorisation de note. Certaines personnes pensent que ce genre d'exercice peut vous donner l'oreille absolue, mais je ne le pense pas personnellement.

Le fonctionnement est le suivant : le programme joue une note, et vous devez l'identifier en la comparant à la précédente note jouée.

Pour commencer, le programme joue une note et affiche son nom. Vous identifiez les notes en cliquant sur le clavier de piano ou en utilisant les raccourcis clavier qui sont les lettres écrites sur chaque touche.

Faites un clic droit sur le clavier du piano pour entendre une note sans répondre réellement. (Certains esprits mal intentionnés pourraient appeler cela tricher...)

### Manual configuration

You can configure the `idbyname` exercise as you like if you select Idtone from the "Configure yourself" submenu of the Practise menu.

Il y a plusieurs façons d'utiliser cet exercice. Personnellement, je ne l'ai pas vraiment beaucoup utilisé, et les sections ci dessous sont seulement des suggestions.

#### Note par note

Start with only the notes c-d-e at weight 1. When your score is at least 96% correct, you add the tone f and continue. The menu "Practise->Idenify tone", has exercises that will add one and one tone until you practise with all 12 tones.

#### La Fréquent

'La fréquent' est une autre façon de s'entraîner. Elle nécessite de sélectionner le 'mode expert' sur la page 'Exercices' de la fenêtre des préférences. (Nous espérons être débarassés du mode expert pour la version 3.2 de Solfege).

Configurez la note La au poids 11 (ou plus) et le reste des notes au poids 1. De cette façon, le programme joue la note La très souvent, donc vous vous en souvenez et l'utilisez comme note de référence pour identifier les autres notes. Après vous être entraîné suffisamment, vous pouvez réduire le poids de la note La pour rendre l'exercice plus difficile.

#### Configuration

En haut de la page de configuration vous indiquez au programme l'importance des différentes notes. Si par exemple vous donnez à la note La un poids de 11 points et 1 point à toutes les autres, alors 11/(11+11*1)*100 = 50% des notes aléatoires seront un La.

En dessous, vous sélectionnez de quel octave les notes aléatoires peuvent provenir.

Ensuite, vous pouvez indiquer si Solfege doit automatiquement vous poser une nouvelle question lorsque vous avez résolu la précédente.

Dans le cadre en dessous vous pouvez choisir différentes options à propos de ce qui se passe si vous donnez une réponse inexacte.

Les raccourcis clavier peuvent être configurés dans `$HOME/.solfegerc`.

## Beats per minute

The program will play a tempo, like a methronome. You should try to guess how many beats per minute is played. Each button represents ony tempo, and the program will only play in tempos that has a button with bold text. Right-click on buttons to change the status of a tempo.

Note: the rhythm depends on the `gtk timeout_add` function to play the rhythm, so it is not very precise.

### Raccourcis claviers

- New tempo: Alt-n

- Abandonner : Alt-a

## Sing 12 random notes

In this exercise, the program will display all the twelve tones in the scale in a random order and play the first one. Then you should sing all the notes and see if the last note matches. So this is more like an exam in sight singing than an exercise for learning how to sing the intervals. For that you should try some of the other interal exercises.

### Raccourcis claviers

- Nouveau : Alt-n

- Play first note: Alt-p

- Play last note: Alt-l

- Play all: Alt-a

## Name intervals

In this exercise, Solfege will display and play an interval, and you should identify the interval. This is a music theory exercise, and not an ear training exercise. To learn how to name intervals you should read la section intitulée « Intervals ».

You identify the interval by clicking on one button telling the specific name and the general name.

## Harmonic progression dictation

In this exercise, Solfege will play some music, and you must click on the buttons to build a representation of the harmonic progressions in the exercise.

## Chapitre 3. Music theory

## Scales

Davide Bonetti has contributed a large set of scale exercises and some pages describing all the scales. You can see the pages here.

## Intervals

In music theory we use the word interval when we talk about the pitch difference between two notes. We call them harmonic intervals if two tones sound simultaneosly and melodic intervals if they sound successively.

Interval names consist of two parts. Some examples are "major third" and "perfect fifth". In Walter Pistons "Harmony" the two parts are called the specific name and the general name part. Wikipedia talk about interval quality and interval number. I have seen people talk about an intervals numerical size. I am a little unsure what the best terms to use are, because english is my second language. Comments, and improvements to this article, are very welcome.

You find the general name by counting the steps on the staff, ignoring any accidentals. So if the inteval you want to name goes from E to G#, then we count to 3 (E F G) and see that the general name is third.

The specific name say the exact size of the interval. Unisons, fourths, fifths and octaves can be diminished, pure or augmented. Seconds, thirds, sixths and sevenths can be minor, major, diminished or augmented. A minor interval is one semitone smaller than a major interval. A diminished interval is one semitone smaller than a pure or a minor interval, and a augmented interval is one semitone larger than a pure or major interval.

Accidentals change the size of intervals. The interval becomes one semitone larger if you add a sharp to the highest tone or a flat to the lowest tone. And it becomes one semitone smaller if you add a flat to the highest tone or a sharp to the lowest tone. In the following sections naming of the intervals will be shown in greater detail.

### Seconds

Seconds are easy to recognise: the two notes are neighbours on the staff. One note is on a staff line, and the other one is in the space above or below. A minor second is one semitone step, also called a half step. A major second is two semitone steps, also called a whole step.

To learn to identify seconds, you first have to learn which seconds there are between the natural tones. As you can see in Figure 3.1, « », only the intervals E-F and B-C are minor seconds. The rest are major intervals. You can check that Figure 3.1, « » is correct by looking at a piano. You will see that there are no black keys between E and F and between B and C.

Figure 3.1.

If the second have accidentals, then we have to examine them to find out how they change the size of the interval. Let us identify a few intervals!

Figure 3.2.

We remove the accidental from the interval in Figure 3.2, « » and see that the interval F-G is a major second. When we add the flat to the highest tone, the interval becomes one semitone smaller, and becomes a minor second.

Figure 3.3.

We remove the accidentals, and see that the interval A-B is a major second. You still do remember Figure 3.1, « », don't you? Then we add the flat to the A, and the interval become a augmented second. And when we add the flat to the B, and the interval becomes a major second.

Figure 3.4.

We remove the accidentals, and see that the interval E-F is a minor second. When we add a flat to the lowest tone, the interval becomes one semitone larger, and becomes a major second. And when we add a sharp to the highest tone, the interval becomes one semitone larger, and becomes an augmented second.

### Thirds

A minor third is one minor and one major second, or three semitones. A major third are two major seconds, or four semitone steps. Figure 3.5, « » show the thirds between all the natural tones. You should memorise the major intervals, C-E, F-A and G-B. Then you know that the other four intervals are minor.

Figure 3.5.

Then you examine the accidentals to see if they change the specific name. This is done exactly the same way as for seconds.

### Fourth

A pure fourth is 2½ steps, or two major seconds and a minor second. Figure 3.6, « » show all fourths between natural tones. You should memorise that the fourth F-B is augmented, and that the other six are pure.

Figure 3.6.

### Fifth

A pure fifth is 3½ steps, or three major seconds and a minor second. Figure 3.7, « » show all fifths between natural tones. You should remember that all those intervals are pure, except B-F that is diminished.

Figure 3.7.

If the interval has accidentals, then we must examine them to see how they change the size of the interval. A diminished fifth is one semitone smaller than a pure interval, and a augmented fifth is one semitone larger. Below you will find a few examples:

Figure 3.8.

We remember from Figure 3.7, « » that the interval B-F is a diminished fifth. The lowest tone in Figure 3.8, « » is preceded by a flat that makes the interval one semitone larger and changes the interval from a diminished to a pure fifth.

Figure 3.9.

We know from Figure 3.7, « » that interval E-B is a perfect fifth. In Figure 3.9, « » the E has a flat in front of it, making the interval augmented. But then the B is preceded by a doble flat that makes the interval two semitone steps smaller and changes the interval to a diminished fifth.

### Sixths

Sixths are easiest identified by inverting the interval and identifying the third. Then the following rule apply:

- If the third is diminished, then the sixth is augmented

- If the third is minor, then the sixth is major

- If the third is major, then the sixth is minor

- If the third is augmented, then the sixth is diminished

If you find inverting intervals difficult, then you can memorise that the intervals E-C, A-F and B-G are minor. The other four are major. Then you examine the accidentals to see if they change the specific name. This is done exactly the same way as for seconds.

Figure 3.10.

### Sevenths

Sevenths are identified the same way as sixths. When you invert a seventh, you get a second.

If you find inverting intervals difficult, then you can memorise that the intervals C-B and F-E are major. The other five are minor. Then you examine the accidentals to see if they change the specific name. This is done exactly the same way as for seconds.

Figure 3.11.

## Inverting intervals

You invert an interval when you move the lowest tone of an interval one octave higher or the highest tone one octave lower. The general name changes this way:

- Second becomes seventh.

- Third becomes sixth.

- Forth becomes fifth.

- Fifth becomes fourth.

- Sixth becomes third.

- Seventh becomes second.

The specific name changes this way:

- Diminished becomes augmented.

- Minor becomes major.

- Perfect stays perfect.

- Major becomes minor.

- Augmented becomes diminished.

Below are two examples, a major third is inverted and becomes a minor sixth, and a minor seventh is inverted and becomes a major second.

Figure 3.12.

## Chapitre 4. Extending GNU Solfege

## Introduction

GNU Solfege is written so that it can easily be extended, even if you do not know any computer programming. The steps are:

- Create a lesson file.

- Create a learning tree for your own lesson file. You do this only once.

- Add the lesson file to the learning tree.

Read la section intitulée « Lesson files » for details on creating lesson files. The easiest way to get started is to take one of the existing lesson files, and modify it. The lesson files included in Solfege are stored in a directory names `lesson-files`. The exact location of this directory depends on your operating system and show you have installed the program. A few suggestions are `C:\Program files\GNU Solfege`, `/usr/share/solfege`, `/usr/local/share/solfege` or `~/.local/share/solfege`.

You create a learning tree by opening the learning tree editor. Select Learning tree from the Edit menu. Then click the New button and enter a file name. The file will be stored in a directory named `.solfege/learningtrees` in your home directory.

Then you create a menu and a submenu with the learning tree editor, and finally adds the lesson file to the selected submenu by clicking the Add lesson button.

## Lesson files

In GNU Solfege, each exercise is created by a lesson file interpreted by one of the exercise modules.

If you create your own lesson files, you should save them in a directory named `lessonfiles` in your home directory. On MS Windows the directory is probably `C:\Documents and Settings\yourusername`. To be sure, you can search for the file `.solfegerc`. The directory `lessonfiles` should be created in the same directory as `.solfegerc`. Then you should add your lesson file to the Practise menu. You do this with the learning tree editor available on the Edit menu.

Exercise modules

`harmonicintervals`

  Train harmonic intervals.

`melodicintervals`

  Train one or more melodic intervals.

`singinterval`

  This is an exercise where the program display an interval and play the first tone. Then the user should sing the interval, and then click a button to hear the correct answer. There is no microphone support yet.

`idbyname`

  This is a very generic exercise. In its most basic form, the program will play some sound, and you have to select among several buttons that in some way represents the music.

`chord`

  The chord module act as a specialized idbyname module. The difference is that with the chord module you can write lesson files where the user should tell what inversion the chord is in, and what the top tone is.

`chordvoicing`

  A two-step exercise. First you should identify the chord. Then you should stack the tones in the chord in the correct order.

`compareintervals`

  Solfege plays two intervals, and you should say which one is largest.

`rhythm`

  A simple rhythm exercise. Solfege will randomly generate rhythm patterns that the user should recreate by clicking on buttons.

`dictation`

`harmonicprogressiondictation`

`idtone`

`identifybpm`

`twelvetone`

`singchord`

### File encoding

Solfege by default expect the content of lesson files to be in UTF-8 encoding. gedit is a nice little editor that let you edit unicode files.

If you don't like unicode, you can tell Solfege that the file has another encoding by inserting a special comment line as the first line of the file. The following example set the charset to ISO 8859-1, a charset commonly used in many west-european languages:

    # -*- coding: iso-8859-1 -*-

Russians might want to use koi8-r:

    # -*- coding: koi8-r -*-

The program use the python libs to convert to unicode, so it should understand almost any encoding you can think of. If you see some characters are missing, for example when the name of questions are displayed on buttons, then most likely you have done something wrong with the encoding.

### Comments

Everything after # on a line is ignored. Example:

    # This line is ignored. The next line is not.
    question { bla bla }

### Types

#### Strings

Strings are quoted with the `"` character. Example:

    "this is a string"

Use tripple quotes for strings that contain line breaks, or if the string itself has to contain the `"` character:

    description = """<h1>Long desription<h1> This lessonfile need
    very much descriptions. Qoutes (") are ok here. bla bla bla"""

NB: All strings have to be unicode strings. If you get error messages like this one:

    In line 21 of input: does not recognise this string ';lt;' as a valid token.'
    (line 20): question {
    (line 21): question {
    (line 22):   name = _("Ionia�)

then you must check the encoding of your file, and maybe you should read la section intitulée « File encoding ». You can change the encoding of a file using the iconv program:

    iconv -f YOUR_ENCODING -t utf8 your.file

#### Tempo

The tempo of music is entered as `bpm/beatlen`. The following example will set the tempo to 120 beats per minute, each beat being a quarter note.

    tempo = 120/4

### Global variables

Global variables can save you a few key strokes.

    s = "\score\relative c'{ %s }
    question {
    # instead of music = music("\score\relative c'{ c d e f g2 g2 }")
    music = music(s % "c d e f g2 g")
    }

### Lesson file contents

A lesson file consist of one header block and zero or more question blocks:

    header {
     ASSIGNMENT
     ASSIGNMENT
     ...
    }
    question {
     ASSIGNMENT
     ...
    }

### Header block

The header block can be placed anywhere in the file, but by convention it should be the first block in the file.

Variables shared by many exercise modules

`module`

  Tell what execise module that will run the lesson file. This variable is requried for all lesson files. (The variable was added in Solfege 2.9.0 where it replaced the `content` variable.). Example:

      module = idbyname

`lesson_id`

  Each file need a unique identifier. The identifier can be any string you like, and if you don't add one, Solfege will add one for you. Solfege will also offer to create a new `lesson_id` if you have two files with identical `lesson_id`. Example:

      lesson_id = "5b30c9ae-09f1-40b3-9333-4789638dc851"

`version`

  Tell the version of solfege the lessonfile is known to work with. This variable is not required, but it should be used because it can (but don't guarantee to) help avoid trouble if the lesson file format changes in the future. Example:

      version = "3.0.7"

`title`

  Short one-line description that will be used for creating the menu entry for the exercise. You should add this to all lesson files. Example:

      title = "Minor and major chords in root position"

`lesson_heading`

  A short heading that will be displayed above the exercise. It should say what the purpose of the exercise is. Some modules provide a default value, others leave the string empty. Example:

      lesson_heading = _("Identify the chord")

`help`

  This variable say which help file from the user manual will be displayed when the user presses F1. Example:

      help = "idbyname-intonation"

  By default, Solfege will display the help file that has the same name as the exercise module being used in the lesson file.

`theory`

  This variable say which help file from the user manual will be displayed when the user presses F3. Pressing F3 should display music theory about the exercise. Don't include this variable if there are no music theory written. Example:

      theory = "scales/maj"

`random_transpose`

  In some exercises the program can transpose the music to create variation. The default value is `yes`. (The default value changed from `no` to `yes` in Solfege 3.0.)

  Used in modules: `chord`, `chordvoicing`, `harmonicprogressiondictation`, `idbyname`, `singanswer`, `singchord`

  Possible values

  random_transpose = no

    No transposition will be done.

  random_transpose = yes

    The exercise will do random transposition. What kind of transposition depends on the exercise, but you get a ok result from this. This is the default value.

  random_transpose = accidentals, INTEGER1, INTEGER2

    Transpose the question by random and make sure the key signature of the question does not get more than a certain number of accidentals. In this context, the number of accidentals can be described by an integer value. A negative value denote a number of flats (b), and a positive number denote a number o sharps (#). Zero mean no accidentals. The integers INTEGER1 and INTEGER2 defines a range of allowed number of accidentals.

    For this transposition mode to work properly, the music in the lessonfile has to be in the keys c major or a minor, or the question must have a `key` variable telling the key signature.

  random_transpose = key, INTEGER1, INTEGER2

    Transpose the music INTEGER1 steps down or INTEGER2 steps up the circle of fifth. In this context up is more sharps and down is more flats. This is real transposition where both the key and the notes are transposed.

  random_transpose = semitones, INTEGER1, INTEGER2

    Transpose the music at most INTEGER1 semitones down or INTEGER2 semitones up. This is real transposition where both the key and the notes are transposed. You will easily end up with music in the keys with LOTS of accidentals.

`enable_right_click = no`

  By default, Solfege will let the user right-click on buttons to hear the music they represent without guessing. Set this variable to `no` for lesson files where it does not make sense, for example in a `idbyname` lesson file where many questions have the same name.

  Modules: `idbyname`, `chordvoicing` and `chord`.

`disable_unused_intervals` `= no`

  By default, Solfege will make the buttons insensitive for intervals that are not being asked. Set this variable to `no` if you want all buttons to be sensitive.

  Modules: `harmonicinterval` and `melodicinterval`.

`ask_for_intervals_0`

  Select which intervals to ask for. 1 for minor second, 2 for major second, 3 or minor third etc. Use a negative number for descending intervals. To ask for more that one interval create the variables `ask_for_intervals_1`, `ask_for_intervals_2` etc. In the following example Solfege will ask for two intervals. The first will be either a minor second or a major second, both intervals going up. And the second interval will be either major second or minor third, both intervals going down.

      ask_for_intervals_0 = [1, 2]
      ask_for_intervals_1 = [-2, -3]

  Modules: `melodicinterval` and `singinterval`.

`intervals`

  This variable tell which intervals should be asked for in exercises using the `harmonicinterval` module. 1 for minor second, 2 for major second, 3 or minor third etc. Example that will practise thirds:

      intervals = [3, 4]

  Modules: `harmonicinterval`.

`test`

  This variable defines the test for the exercise. In a test, Solfege will ask all the questions in the lesson file a number of times. This variable is always used together with `test_requirement`. In the following example, each question will be asked 3 times:

      test = "3x"

  Modules: `harmonicinterval`, `idbyname`, `melodicinterval` and `singinterval`.

`test_requirement`

  This variable defines how large percentage of the questions has to be answered correctly to pass the test. Example:

      test_requirement = "90%"

  Modules: `harmonicinterval`, `idbyname`, `melodicinterval` and `singinterval`.

`have_repeat_arpeggio_button` `= yes`

  Set to `yes` if you want the exercise to have a "Repeat arpeggio" button.

  Modules: `singanswer`.

`have_music_displayer` `= yes`

  Set to `yes` if you want the question to have a music displayer.

  In the idbyname module, setting this variable will add a music displayer where the program will display the answer when the user gives up or answers the question correctly. You might also want to read about at_question_start.

  In the `singanswer` module, setting this variable will add a music displayer where the music will be displayed when the question is displayed.

  Modules: `idbyname`, `elembuilder` and `singanswer`.

`at_question_start` ``

  This variable changes what happens when the user clicks New. By default, Solfege will play the music when the user clicks New, and only display the music when the question is answered correctly and the `have_music_displayer` variable is set to `yes`. Setting this variable will also set `have_music_displayer` to `yes`.

  `at_question_start = show`

    The exercise will get a Play music button. When the user clicks New the music will be displayed in the music displayer, but no music is played. Click Play music to hear the music.

  `at_question_start = play`

    The exercise will get a Display music button. When the user clicks New the music is played. Click Display music to see the music.

  `at_question_start = show, play`

    When the user clicks New the music is both played and displayed.

  Modules: `idbyname`, `elembuilder` and `rhythmtapping2`.

`rhythm_elements`

  A list of integers (1-34) telling what elementes we should use when creating questions. Example:

      rhythm_elements = 0, 1, 2, 3, 4

  0: , 1: , 2: , 3: , 4: , 5: , 6: , 7: , 8: , 9: , 10: , 11: , 12: , 13: , 14: , 15: , 16: , 17: , 18: , 19: , 20: , 21: , 22: , 23: , 24: , 25: , 26: , 27: , 28: , 29: , 30: , 31: , 32: , 33: , 34:

  Modules: `rhythm` and `rhythmtapping2`

#### Variables that has been obsoleted

`number_of_intervals = INTEGER`

  Made obsolete in Solfege 3.1.5. Solfege will find this number automatically now, so this variable is ignored.

### Question block

Variables you can define in the question block

`name`

  Questions written for the idbyname or the chord exercise modules need a name.

`music`

  For most lesson files the music representing the question is assigned to this variable. Note that there is a shortcut. Instead of:

      question {
        name = "Lisa gikk til skolen"
        music = music(...)"
      }

  you can write:

      question {
        name = "Lisa gikk til skolen"
        music(...)
      }

  Music objects are documented in la section intitulée « `music` objects ».

`tempo`

  Set the tempo for this questions music. The variable is defined "beats per minute" / "notelen per beat". Example:

      tempo = 150 / 4

  This variable can also be defined globally for the whole lesson file. Do do so you should put it in the beginning of the file, outside any question blocks.

  Modules: `idbyname`, `chord`, `chordvoicing` and `rhythmtapping`.

`instrument`

  By default, Solfege will use the instrument specified on the preferences window when playing questions. This variable let you select a different instrument. Example:

      instrument = "cello", 100

  The instrument name has to be quoted. The integer is the velocity of the tones, and it should be in the range 0-127. You can see a list of instrument names in la section intitulée « Midi instrument names ». For lesson files where it makes sense, it is possible to specify three set of instruments. The following example will play bass for the lowest tone, piano in the middle and clarinet on the top tone:

      instrument = "bass", 100, "acoustic grand", 100, "clarinet", 100

  This variable can also be defined globally for the whole lesson file. Do do so you should put it in the beginning of the file, outside any question blocks.

  Modules: `idbyname`, `chord`, `singanswer` and `chordvoicing`

### `music` objects

Each question in your lesson files will define one or more `music` objects.

`music`

  This is music entered completely following the music format FIXME spec. This means you have to enter complete code with a `\staff` command. Example:

      variable = music("\staff\relative c' { c' d' }")

`chord`

  Enter the tones from the lowest to the highest tone, like this:

      variable = chord("c' e' g'")

`satb`

  Use this format to enter music where the program need to know what voice (in a choir) will sing the different tones. Take this, for example:

      variable = satb("c''|e'|g|c")

  The `c''` will be sung by the soprano, `e'` by the alto, etc.

`voice`

  This musictype saves some key strokes if you want to enter a melody.

      variable = voice("c'4 c' g' g' | a' a' g'2")

  is the same as

      variable = music("\staff{ c'4 c' g' g' | a' a' g'2")

`rvoice`

  `rvoice` is similar to `voice` except that the music is in `\relative` mode, relative to the first tone. The following two statements produce the same music:

      variable = rvoice("c'4 c g' g | a a g2")
      \staff\relative c'{ c4 c g' g' | a a g2 }

`percussion`

  This music object provides a simple way to play rhythms with percussion instruments. Each tone represents a percussion instrument as defined in la section intitulée « Percussion instrument names ». In the following example, the tone c is translated to the midi sound Side Stick and d to a Mute triangle.

      variable = rhythm("d4 d d d c8 c8 c4")

`rhythm`

  This music object let you write questions that taps rhythms with the two instruments defined in the preferences window. The tone `c` will play the rhythm representing the question, and the tone `d` can be used if you want to write some sort of "count-in" before the question starts. Example:

      rhythm("d4 d d d c8 c8 c4 c c8 c8")

  You should only use two pitches, `c` and `d`. Other pitches will print a warning, but will still work in the current implementation. To play real percussion with many different instruments you should use the percussion music object.

`midifile`

  Play a midi file. The path given to the file is relative to the directory the lesson file is stored in. Example:

      variable = midifile("share/example.mid")

`wavfile`

  Play a `.wav` file. The path given to the file is relative to the directory the lesson file is stored in. Example:

      variable = wavfile("share/fifth-small-220.00.wav")

`cmdline`

  Run an external program. Example:

      cmdline("./bin/csound-play-harmonic-interval.sh 220.000000 320.100000")

### Functions

`_`

  `_` takes a string as its only argument. Use this if you want Solfege to translate the string for you. Example:

      title = _("Bla bla title")

`include`

  Includes another file. Example:

      include("singchord-1")

  The lesson header variables will be taken from the including lesson file. Only a variable is only defined in the included lesson file, and not in the including lesson file, then the value will be taken from the included file.

### Operators

Operators can only be used on strings. `+` is used for joining strings, and `%` is similar to what you find in python, but it is very limited. It only know about `%s`. One example:

    "\staff\relative c'{%s}" % "c d e"

evaluates to

    \staff\relative c'{c d e}

## The `harmonicinterval` module

User documentation is in la section intitulée « Intervalle harmonique ».

Here is a minimal lesson file:

    header {
      module = harmonicinterval
      lesson_id = "a400df62-e007-4a1b-9057-cd05397e88a2"
      version = "3.1.4"
      title = "Seconds"
      intervals = [1, 2]
      test = "3x"
      test_requirement = "90%"
    }

Additional variables you can put in the header. Click on the link to get an explanation:

- disable_unused_intervals

- lesson_heading

## The `melodicinterval` module

User documentation is in la section intitulée « Intervalle mélodique ».

Here is a minimal lesson file:

    header {
      module = melodicinterval
      lesson_id = "a400df62-e007-4a1b-9057-cd05397e88a2"
      version = "3.1.4"
      title = "Seconds and thirds"
      ask_for_intervals_0 = [1, 2, 3, 4, -1, -2, -3, -4]
      test = "3x"
      test_requirement = "90%"
    }

Additional variables you can put in the header. Click on the link to get an explanation:

- disable_unused_intervals

- lesson_heading

Tests are only partially implemented for the `melodicinterval` exercise module: tests where each question is made by more than one interval does not work yet.

## The `singinterval` module

User documentation is in la section intitulée « Chanter l'intervalle ».

Here is a minimal lesson file:

    header {
      module = singinterval
      lesson_id = "a400df62-e007-4a1b-9057-cd05397e88a2"
      version = "3.1.4"
      title = "Thirds"
      ask_for_intervals_0 = [3, 4]
      test = "3x"
      test_requirement = "90%"
    }

## The `compareintervals` module

Here is a minimal lesson file:

    header {
        countin_perc = compareintervals
        title = "Compare intervals"
        lesson_id = "9f830e12-1f50-4fa9-8688-1e04469692fa"
    }

This file will make an exercise that ask you to compare harmonic intervals. And since you do not say which intervals, it will ask for all intervals from a small second up to a major decim.

`first_interval_type`, `second_interval_type`

  Let you select if the intervals you are asked to compare should be a melodic or a harmonic interval. The default value is `melodic`. Possible values: `harmonic` and `melodic`.

          first_interval_type = melodic
          second_interval_type = harmonic

  Modules: `compareintervals`.

`first_interval`, `last_interval`

  Select which intervals to select from when creating the questions. This variable should be defined the same way as ask_for_intervals_0. If these two variables are not defined, then the user will be able to select which intervals to practise from the Config page of the exercise.

  Modules: `compareintervals`.

## The `idbyname` module

Here is a minimal lesson file:

    header {
      module = idbyname
      lesson_id = "a400df62-e007-4a1b-9057-cd05397e88a2"
      version = "3.1.4"
      title = "Menuitem title"
    }
    question {
     name = "Major"
     music = chord("c' e' g'")
    }
    question {
     name = "Minor"
     music = chord("c' es' g'")
    }

Optional idbyname header variables

`filldir = vertic`

  Tell the direction the buttons are filled. Default value is `horiz`.

  Modules: `idbyname`.

`fillnum`

  Tell how many buttons there are in each row or column. The default value is 1.

  Modules: `idbyname`.

`labelformat``= progression`

  The default value is `normal`. Set to `progression` for lesson files where the name of the questions is a harmonic progression, written in a undocumented, but not difficult format. Check some existing lesson file to see how it works.

  Modules: `idbyname`

`have_repeat_slowly_button` `= yes`

  Set to `yes` if you want the exercise to have a "Repeat slowly" button.

  Modules: `idbyname`.

See also at_question_start.

Optional question variables

`vmusic`

  This variable holds a representation of the question intended to be displayed. This can be necessary if the music is a .wav or .mp3 file. It will be used when the user clicks Show music or when the question is answered correctly (if we have a musicdisplayer). Added in Solfege 2.5.1.

`cuemusic`

  Will be displayed in the music displayer when the user clicks New. Ignored if `at_question_start = play, show` or `at_question_start = show`, because then the content of `music` or `vmusic` is displayed when the user clicks New. (Added in Solfege 2.5.1)

## The `singanswer` module

Here is a minimal lesson file:

    header {
      module = singanswer
      lesson_id = "a400df62-e007-4a1b-9057-cd05397e88a2"
      version = "3.1.4"
      title = "Sing the root of the chord"
    }
    question {
        question_text = "Sing the root"
        music = chord("c' e' g'")
        answer = chord("c'")
    }
    question {
        question_text = "Sing the root"
        music = chord("a' c'' e''")
        answer = chord("a'")
    }

Additional variables you can put in the header. Click on the link to get an explanation:

- have_repeat_arpeggio_button

## The `rhythm` module

Here is a minimal lesson file:

    header {
      module = rhythm
      lesson_id = "7a4910be-de17-4ce3-9d15-78d48ccf945e"
      version = "3.1.4"
      title = "Easy rhythms"
      rhythm_elements = 1, 2, 3, 4
    }

`visible_rhythm_elements`

  Define this variable if you want more rhythm elements that the one to be asked for. This variable must include both the rhythm elements defined in `rhythm_elements` and the extra elements. Example:

      rhythm_elements = 0, 1, 2, 3, 4, 5, 6

`countin_perc`

  An integer value between 35 and 81, representing the percussion instrument used to give you the beat before the question. The default value is 80. Example:

      countin_perc = 35

      35 Acoustic Bass Drum 51 Ride Cymbal 1   67 High Agoga
      36 Bass Drum          52 Chinece Cymbal  68 Agogo Low
      37 Side Stick         53 Ride Bell       69 Cabasa
      38 Acoustic Snare     54 Tambourine      70 Maracas
      39 Hand Clap          55 Splash Cymbal   71 Short Whistle
      40 Electric Snare     56 Cowbell         72 Long Whistle
      41 Low Floor Tom      57 Crash cymbal 2  73 Short Guiro
      42 Closed Hi Hat      58 Vibraslap       74 Long Guiro
      43 High Floor Tom     59 Ride Cymbal 2   75 Claves
      44 Pedal Hi Hat       60 Hi Bongo        76 Hi Wood Block
      45 Low Tom            61 Low Bongo       77 Low Wood Block
      46 Open HiHat         62 Mute Hi Conga   78 Mute Cuica
      47 Low-Mid Tom        63 Open High Conga 79 Open Cuica
      48 Hi-Mid Tom         64 Low Conga       80 Mute Triangle
      49 Crash Cymbal 1     65 High Timbale    81 Open Triangle
      50 High Tom           66 Low Timbale

  Modules: `rhythm`

`rhythm_perc`

  Same as countin_perc, but setting the instrument used to play the question. The default value is 37.

  Modules: `rhythm`

`count_in`

  The number of beats as count in. The default value is 2.

  Modules: `rhythm`

`bpm`

  The tempo, in beats per minute. The default value is 60.

  Modules: `rhythm`

`num_beats`

  The number of elements the question is made of. The default value is 4.

  Modules: `rhythm`

## The `rhythmtapping` module

Exercises using this module will play some music and then the user should tap the rhythm. The program will then say if the users rhythm is similar enough to the rhythm played by the computer.

Here is a minimal lesson file:

    header {
      module = rhythmtapping
      lesson_id = "82b718e8-f174-446f-8297-58ddd17dae03"
      version = "3.7.0"
      title = "Rhythm tapping test"
    }
    question {
     music = rhythm("c4 c8 c8")
    }
    question {
     music = music("\staff\relative c'{c4 d8 e f4}\addvoice\relative c'{c4 b8 c a4}")
     rhythm = rhythm("c4 c8 c c4")
    }

The first question in the example is very simple and self explaining. Solfege will play the rhythm defined in the `music` variable, and the user should tap that rhythm.

The second question is a little more complicated. Here Solfege will play the music defined in the `music` variable. And when the user taps the rhythm, Solfege will compare the users rhythm with the rhythm defined in the `rhythm` variable. The reason for using two variables is that Solfege is not smart enought to figure out the rhythm if you enter polyphonic music. It make noe difference if you set the `rhythm` variable to be a `rhythm` music object, or another single voice type like `rvoice`. This might change in the future. You as a lesson file author must make sure the rhythms in the two variables are in fact the same.

## The `rhythmtapping2` module

Solfege will play a generated rhythm, and the user should tap the same rhythm.

Here is a minimal lesson file:

    header {
      module = rhythmtapping2
      lesson_id = "7a4916be-de47-42e3-9d15-78d48ccf945e"
      version = "3.7.0"
      title = "Rhythm tapping test"
      rhythm_elements = 1, 2, 3, 4
    }

See also at_question_start.

## The `idtone` module

Here is a minimal lesson file:

    header {
        module = idtone
        title = "Id tone 3"
        lesson_id = "e263d70a-d8ff-4000-a7f2-c02ba087bf72"
        black_keys_weight =  0, 0,    0, 0, 0
        white_keys_weight = 1, 1, 1, 0, 0, 0, 0
    }

The 'weight' of a tone tell how big chance is it that the program will select this tone as the next to identify. Think of the weight of a tone as the number of lottery tickets with the name of the tone.

The variable `black_keys_weight` set the weight of the tones c#, d#, f#, g# and a#, and `white_keys_weight` will set the weight of the tones c, d, e, f, g, a, b. In the example above, the tones c, d and e get an equal weight of 1, the other tones 0. This mean that the only tones that will be asked for are c, d and e, and that the three tones share the same probability to be selected.

## The `chord` module

Below is a minimal lesson file. It will create an exercise that will play a minor or major chord and the user answers with two buttons labeled "Minor" and "Major"

    header {
        module = chord
        title = "Minor and major chords"
        lesson_id = "e263d40a-d8ff-4000-a7f2-c02ba087bf72"
    }
    question {
      name = "Major"
      music = chord("c' e' g'")
    }
    question {
      name = "Minor"
      music = chord("c' es' g'")
    }

There are two more variables that can be added to the questions. The `inversion` variable tell the inversion of the chord. 0 for root position, 1 for first inversion, etc. And the `toptone` variable tell which chord tone is on the top of the chord. Example:

    question {
      name = "Major"
      inversion = 2
      toptone = 3
      music = chord("g c' e'")
    }

## The `dictation` module

Example:

    header {
      module = dictation
      lesson_id = "a265df62-e007-4a1b-9057-cd05397e88a2"
      title = _("Norwegian children songs")
      version = "2.1.10"
    }

    question {
     name = "Bæ, bæ, lille lam"
     tempo = 130/4
     breakpoints = 2/1, 4/1, 8/1, 10/1, 12/1, 14/1
     music = rvoice("""
        \time 4/4
        c'2 g' | e4 e c2 | d4 d g, g | c1 |
        c2 g' | e4 e c2 | d4 d g, g | c1 |
        a'4 f f f | g2. e4 | f d d d | e2. c4 |
        a'2 f | g e4 e | f b, b b | c1 |
     """)
    }
    question {
     # this tempo definition overrides the global
     tempo = 160/4
     name = "Lisa gikk til skolen"
     breakpoints = 2/1, 4/1, 6/1
     music = rvoice("""
       \time 4/4
       c' d e f | g2 g2 | a4 a a a | g1 |
       f4 f f f | e2 e | d4 d d d | c1
     """)
    }

    question {
     name = "Det satt to katter på et bord..."
     tempo = 96/4
     music = rvoice("""
         \key g \major \time 2/4
         d'8 | [g g] [fis e] | [fis g] a4 | [d,16 d d d] [e8 fis] | g2 """)
    }

By default, the dictation exercise will show the first column of music, and then the user should write the rest. But if the first column is not good enough, for example if there are only rests on the first beat, these two variables can tell the program how much music to display:

`clue_end`

  The following example will display the music on all staffs in the first quarter note:

      clue_end=1/4

`clue_music`

  This is an alternative to `clue_end`. The music assigned to `clue_music` will be shown to the user when he should start the dictation. You should not use both `clue_end` and `clue_music` in the same question.

`breakpoints`

  Set breakpoints in the music, so you can hear the music in parts when doing the dictation.

## The `singchord` module

Questions for this exercise need to have the `key` variable set if the key signature is anything else than ''c'' major (or ''a'' minor). Example:

    header {
      module = singchord
      lesson_id = "a404df62-e037-6a1b-9027-cd05397e88a2"
      version = "3.1.4"
      title = "Simple chords"
    }
    question { music = "c''|e'|g|c" }
    question { music = "a'|e'|c'|a" }
    question { key="d \major" music = "a'|fis'|d'|d"}
    question { key="f \minor" music = "as'|f'|c'|f"}

See also la section intitulée « Chanter un accord ».

## The `nameinterval` module

Here is a minimal lesson file:

    header {
        lesson_id = "5623c43e-f529-4376-a0c9-c7d533050360"
        module = nameinterval
        title = _("Fifths")
        intervals = p5, a5, d5
    }

`intervals`

  A list the the intervals to ask for. The intervals are written in a short form, a letter and a number, like `d5` or `m7`. The letters are telling the interval quality are 'd' for diminished, 'a' for augmented, 'm' for minor, 'M' for major and 'p' for perfect.

`tones`

  This variable sets the range of tones that can be used when constructing the intervals. The note names as to be quoted. The default value is `"b", "g''"`. Example:

      tones = "c'", "f''"  # valid
      tones = c', f''      # not valid

`accidentals`

  This variable defines how many accidentals the tones making the interval can have. The value 0 means no accidentals, 1 means that flats and sharps are allowed, and 2 means that double flats and double sharps are allowed. The default value is 1. Example:

      accidentals = 2

`clef`

  Set which clef to use. The default value is `violin`. Possible values: `violin`, `treble`, `subbass`, `bass`, `baritone`, `varbaritone`, `tenor`, `alto`, `mezzosoprano` and `french`. Example:

      clef = bass

## The `elembuilder` module

Here is a minimal lesson file:

    element progI { label = "I" }
    element progIV { label = "IV" }
    element progV { label = "V" }

    header {
        lesson_id = "3f3872c0-ef2e-4132-9fb1-97f75c7b28fd"
        module = elembuilder
        title = "progression test"
        elements = auto
        # uncomment if you want a music displayer.
        # have_music_displayer = yes
    }

    question {
     music = rvoice("<c' e g> <b d g> <c e g>")
     elements = progI, progV, progI
     name = "I-V-I"
    }
    question {
     music = rvoice("<c' e g> <c f a> <c e g>")
     elements = progI, progIV, progI
     name = "I-IV-I"
    }

### The element block

This block defines the elements the user can put together to answer the question. Each block is named by the string between `element` and `{`. The block defines one variable, `label` that is the label the button will get.

`label` can either be a plain string, or a `progressionlabel`. Progressionlabel strings are displayed a little larger than the default font, and a simple syntax let you get small subscript and superscript numbers. Try `I-(6,4)V(6,4)-I` or `I-IV(6)-V(6)-I` to get an idea how it works.

### The header block

`elements`

  This variable defines which elements to display. Set this to `auto` to display all elements that are needed to answer the questions in the lesson file. You can display more elements that needed to make it more difficult for the user. An example:

      elements = progI, progIV, progV, progIV, progV_6

`music_displayer_stafflines`

  Set this if you want the music displayer to show more than one empty staff line when the music displayer have no music to display.

See also at_question_start.

### The question block

`elements`

  This variable defines which elements defines the question.

`tonic`

  The exercise will have a "Play tonic" button if this variable is defined in a question in the lesson file. The variable should contain some music to play to the user so that he knows the tonic of the question. This can be useful in harmonic progressions that does not start on the tonic. This variable is optional. Example:

      tonic = chord("c e g")

## Midi instrument names

             acoustic grand          contrabass      lead 7 (fifths)
            bright acoustic     tremolo strings   lead 8 (bass+lead)
             electric grand   pizzicato strings      pad 1 (new age)
                 honky-tonk  orchestral strings         pad 2 (warm)
           electric piano 1             timpani    pad 3 (polysynth)
           electric piano 2   string ensemble 1        pad 4 (choir)
                harpsichord   string ensemble 2        pad 5 (bowed)
                       clav      synthstrings 1     pad 6 (metallic)
                    celesta      synthstrings 2         pad 7 (halo)
               glockenspiel          choir aahs        pad 8 (sweep)
                  music box          voice oohs          fx 1 (rain)
                 vibraphone         synth voice    fx 2 (soundtrack)
                    marimba       orchestra hit       fx 3 (crystal)
                  xylophone             trumpet    fx 4 (atmosphere)
              tubular bells            trombone    fx 5 (brightness)
                   dulcimer                tuba       fx 6 (goblins)
              drawbar organ       muted trumpet        fx 7 (echoes)
           percussive organ         french horn        fx 8 (sci-fi)
                 rock organ       brass section                sitar
               church organ        synthbrass 1                banjo
                 reed organ        synthbrass 2             shamisen
                  accordion         soprano sax                 koto
                  harmonica            alto sax              kalimba
                 concertina           tenor sax              bagpipe
    acoustic guitar (nylon)        baritone sax               fiddle
    acoustic guitar (steel)                oboe               shanai
     electric guitar (jazz)        english horn          tinkle bell
    electric guitar (clean)             bassoon                agogo
    electric guitar (muted)            clarinet          steel drums
          overdriven guitar             piccolo            woodblock
           distorted guitar               flute           taiko drum
           guitar harmonics            recorder          melodic tom
              acoustic bass           pan flute           synth drum
     electric bass (finger)        blown bottle       reverse cymbal
       electric bass (pick)          skakuhachi    guitar fret noise
              fretless bass             whistle         breath noise
                slap bass 1             ocarina             seashore
                slap bass 2     lead 1 (square)           bird tweet
               synth bass 1   lead 2 (sawtooth)       telephone ring
               synth bass 2   lead 3 (calliope)           helicopter
                     violin      lead 4 (chiff)             applause
                      viola    lead 5 (charang)              gunshot
                      cello      lead 6 (voice)

### Percussion instrument names

The first column is the integer value for the instrument. The second column tell the name of the note you should enter in the rhythm music object.

    35 b,,   Acoustic Bass Drum   59 b     Ride Cymbal 2
    36 c,    Bass Drum 1          60 c'    Hi Bongo
    37 cis,  Side Stick           61 cis'  Low Bongo
    38 d,    Acoustic Snare       62 d'    Mute Hi Conga
    39 dis,  Hand Clap            63 dis'  Open High Conga
    40 e,    Electric Snare       64 e'    Low Conga
    41 f,    Low Floor Tom        65 f'    High Timbale
    42 fis,  Closed Hi Hat        66 fis'  Low Timbale
    43 g,    High Floor Tom       67 g'    High Agogo
    44 gis,  Pedal Hi Hat         68 gis'  Agogo Low
    45 a,    Low Tom              69 a'    Cabasa
    46 ais,  Open HiHat           70 ais'  Maracas
    47 b,    Low-Mid Tom          71 b'    Short Whistle
    48 c     Hi-Mid Tom           72 c''   Long Whistle
    49 cis   Crash Cymbal 1       73 cis'' Short Guiro
    50 d     High Tom             74 d''   Long Guiro
    51 dis   Ride Cymbal 1        75 dis'' Claves
    52 e     Chinese Cymbal       76 e''   Hi Wood Block
    53 f     Ride Bell            77 f''   Low Wood Block
    54 fis   Tambourine           78 fis'' Mute Cuica
    55 g     Splash Cymbal        79 g''   Open Cuica
    56 gis   Cowbell              80 gis'' Mute Triangle
    57 a     Crash Cymbal 2       81 a''   Open Triangle
    58 ais   Vibraslap

# GNU General Public License

Version 2, June 1991

Copyright © 1989, 1991 Free Software Foundation, Inc.

Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor,
Boston,
MA
02110-1301
USA

Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.

Version 2, June 1991

## Preamble

The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software - to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too.

When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.

To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.

For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.

We protect your rights with two steps:

1. copyright the software, and

2. offer you this license which gives you legal permission to copy, distribute and/or modify the software.

Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.

Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.

The precise terms and conditions for copying, distribution and modification follow.

## TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

### Section 0

This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a « work based on the Program » means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term « modification ».) Each licensee is addressed as « you ».

Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.

### Section 1

You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.

You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.

### Section 2

You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:

1. You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.

2. You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.

3. If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License.

   ### Exception:

   If the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)

These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.

Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.

In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.

### Section 3

You may copy and distribute the Program (or a work based on it, under Section 2 in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:

1. Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,

2. Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,

3. Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)

The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.

If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.

### Section 4

You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.

### Section 5

You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.

### Section 6

Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License.

### Section 7

If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.

If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.

It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.

This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.

### Section 8

If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.

### Section 9

The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.

Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.

### Section 10

If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.

### NO WARRANTY Section 11

BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.

### Section 12

IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

END OF TERMS AND CONDITIONS

## How to Apply These Terms to Your New Programs

If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.

To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found.

<one line to give the program's name and a brief idea of what it does.> Copyright (C) <year> <name of author>

This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA

Also add information on how to contact you by electronic and paper mail.

If the program is interactive, make it output a short notice like this when it starts in an interactive mode:

Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.

The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program.

You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names:

Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker.

<signature of Ty Coon>, 1 April 1989 Ty Coon, President of Vice

This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License.

## Annexe B. Not really documentation...

## Not really documentation...

This appendix contain the file that is displayed when the program starts, before the user selects an exercise.

## Bienvenue dans GNU Solfege

Solfege est un programme d'entrainement d'oreille gratuit. Le pprogramme fait partie du Projet GNU. Regardez la section intitulée « Ressources en ligne » pour info sur les listes de diffusions pour savoir où trouver la dernière version de Solfege.

Select a exercise from the menu to start practising, or click here to read the user manual.

L'une des idées de ce programme est que vous puissiez l'étendre sans avoir à vous plonger dans le code source. Si vous voulez travailler certains accords particuliers ou voulez faire des dictées avec une musique non incluse, vous pouvez écrire des fichiers de leçons et les mettre dans un sous-dossier `lessonfiles/` dans votre répertoire `$HOME`. Si vous écrivez de bons fichiers de leçons, vous devez vraiment penser à les partager en les envoyant à la liste de diffusion pour que je puisse les ajouter à la prochaine version de ce programme

|  | Suivant
|  | Chapitre 1. Introduction.