As Max for Live has matured, this tool for extending the functionality of Ableton Live has played host to a growing wave of brilliant custom tools – enough so that it can be hard to keep track. This month saw a few that deserve special mention. In particular, two tools help make MIDI mapping and automation recording easier in Live, and point the way for what the host itself could implement in a future update. (Live 9, we’re looking at you.) And in a very different vein, from Max for Live regular Protofuse, we see an intriguing alternative approach to sequencing.
Clip Automation does something simple: it patches a limitation in Live itself, by allowing you to record mapped automation controls directly in the Session View clips. (As the developer puts it, it grabs your “knob-twisting craziness in Session View.”) The work of Tête De Son (Jul), it’s an elegant enough solution that I hope the Abletons take note.
Mapulator goes even further, re-conceiving how mapping in general works in Ableton – that is, how Live processes a change in an input (like a knob) with a change in a parameter (like a filter cutoff). Live does allow you to set minimum and maximum mappings, and reverse direction of those mappings. But the interpolation between the two is linear. Mapulator allows you to ramp in curves or even up and down again.
There’s more: you can also control multiple parameters, each at different rates. And that can be a gateway into custom devices, all implemented in control mappings. BentoSan writes:
For example, if you wanted to create a delay effect that morphs into a phaser, then cuts out and finally morphs into a reverb with an awesome freeze effect, you would be able to do this with just a single knob…
Again, this seems to me not just a clever Max for Live hack, but an illustration of how Ableton itself might work all the time, in that it’s a usable and general solution to a need many users have. Sometimes the itch Max for Live patchers scratch is an itch other people have, too.
Lots of additional detail and the full download on the excellent DJ TechTools:
Mapulator: An Advanced MIDI Mapping Tool for Ableton
Protoclidean We’ve seen Euclidean rhythms many times before, but this takes the notion of these evenly-spaced rhythmic devices to a novel sequencer. Developed by Julien Bayle, aka artist Protofuse, the Max for Live device is also a nice use of JavaScript in Max patching. See it in action in the video above. There are custom display options for added visual feedback, and whereas we’ve seen Euclidean notions in use commonly with percussion, the notion here is melodic gestures. Additional features:
More information:
http://designthemedia.com/theprotoclidean
Also, if you’re looking for more goodness to feed your Live rig, Ableton has added a new section to their own site called Library. You can find specific Max for Live content in that area, as well:
http://www.ableton.com/library
http://www.ableton.com/library/tags/mfl/
This is in addition to the community-hosted, community-run, not-officially-Ableton Max for Live library, which is the broadest resource online for Max for Live downloads:
http://maxforlive.com/library/
FRACT is a curious combination of music studio and puzzle game, merging elements of games like Myst with the sorts of synths and pattern editors you’d expect somewhere like Ableton Live. You have to make sounds and melodies to solve puzzles; by the end of the game, say the creators, you’re even producing original music. The work of a small student team out of Montreal, FRACT looks like it has all the makings of an underground indie hit – at least for music nerds.
As the creators describe it:
FRACT is a first person adventure game for Windows & Mac much in the vein of the Myst titles, but with an electro twist. Gameplay boils down to three core activities: Explore, Rebuild, Create. The player is let loose into an abstract world built on sound and structures inspired by electronic music. It’s left to the player to explore the environment to find clues to resurrect and revive the long-forgotten machinery of this musical world, in order to unlock its inner workings. Drawing inspiration from Myst, Rez and Tron, the game is also influenced by graphic design, data visualization, electronic music and analog culture.
The hub of the game is a virtual studio, collecting patterns and timbres. It’s right now in prototype phase, but it already looks visually stunning, an alien, digital world in which more-conventional step-sequencer views seem to emerge from futuristic landscapes. And you can spot Pd in the background (the free and open source patching tool, Pure Data). Update: the developers confirm that they’re working with the embeddable Pd library, libpd. That enables synths with sounds like phase modulation and classic virtual analog sounds, all modulating and generating sounds in-game.
The developers have also published plenty of sound samples so you can experience the musical side of this. Via SoundCloud:
While never released, one place some similar ideas has shown up is a prototype game inspired by Deadmau5. As in this title, two-dimensional editing screens and synth parameters are mapped to a first-person, three-dimensional environment. However, FRACT appears to take this concept much further, expanding upon the world, building more instruments, and actually turning those interactions into gameplay elements. The video of the Deadmau5 project – apparently done in-house for fun and not endorsed by the mouse-headed artist:
That title was the work of a game house called Floaty Hybrid; music blog Synthtopia got the scoop on this in August:
http://www.floathybrid.com
Mau5Bot Sequencer Lets You Make Music In A 3D World [Synthtopia]
We’ll be watching this one develop, certainly; good luck to the team!
http://fractgame.com/
You know the type. The drummer who, even robbed of drum sticks, is tapping on the walls, the car door, the desk… and maybe you are that person. When rhythms and musical gestures are bouncing around your head, the whole world just feels like something you want to play. It seems as natural as breathing.
So, given your computer can make anything an input, why shouldn’t it let you play like that?
A new controller and software combo seeks to make that possible. The work of one enterprising musician and creator, Stephan Vankov, it includes an affordable accessory with a piezo microphone and companion software to map it your taps to MIDI messages, for use with your favorite software musical instruments. Plug in the mic sensor, and you can tap your desk or slap your laptop or play any other surface.
We’ve seen this idea in various iterations before – most recently, at the party we co-sponsored in Los Angeles last month, we witnessed an entire ensemble using the motion sensors in their laptops. (That tool is available as an open source download, if you fancy hitting your computer.) Until now, though, these piezo controller rigs been a DIY affair. Stephan’s solution includes what appears to be nicely-made hardware — so you can dump it in your carry-on without worry. And the software includes a wide array of settings to map more easily to percussion and melodic instruments. (The software is now available for Mac, but with Windows and Max for Live versions on the way.) I hope to get one to test soon.
Intro pricing begins at US$59.
http://www.pulsecontroller.com
Stephan writes:
I wanted to let you know about a product I’ve been developing – the Pulse Surface Controller. The idea behind Pulse Surface Controller is to liberate computer-based musicians from conventional input devices of predetermined form factor and layout, and allow the user to turn a surface of various size, orientation and material into an expressive, flexible, reconfigurable MIDI controller.
The system includes a wired piezo microphone that can be attached to a surface via the integrated suction cup (or the included velcro strips) and connected to any computer audio input, as well as a standalone software application that converts acoustical impulses from the microphone into velocity-sensitive MIDI data. With the Pulse Surface Controller System, controlling percussive instruments has a more visceral, immediate quality, and via a powerful Melodic Generator that can generate notes in various scales the user can easily extend into the melodic domain to tap into an inspiring world of happy accidents.
I am very excited to share this project with fellow musicians and hope that you find this idea to be worth sharing with the CDM community!
More description:
The idea behind Pulse Controller was born out of the belief that as computer-based musicians and performers we should not feel relegated to a grid of small 1×1″ pads or a keyboard to create our rhythms and provide pulse to our music. Controllers once intended to give us the immediacy of playing an instrument often end up feeling more disconnected and distracting. With the Pulse Surface Controller System, controlling percussive instruments has a more visceral, immediate quality, and via a powerful MIDI generator that generates notes in predefined musical scales the user can easily extend into the melodic domain to tap into an inspiring world of happy accidents. Power to the fingers!
System Features:
+ Piezo microphone and powerful software interface
+ Attaches to any surface via integrated suction cup
(velcro strips also provided)
+ Connects to external audio device or built-in audio inputs
(1/4″ and 1/8″)
+ Velocity-sensitive and highly responsive
+ Low-latency performance
+ Compatible with all software that accepts MIDI Note messages (Cubase, Ableton Live, Pro Tools, VST plug-ins, etc)
+ Generate fixed note or random notes in a selected scale,
with control of octave, octave width, root pitch and 21 Scales
+ Fixed note length and note choke modes
+ Store and recall presets
+ Keyboard shortcuts for quick access to presets and important controls
+ Mac OS 10.5, 10.6, 10.7 compatible (Windows / Ableton Live users, please contact us about M4L version)
Side note: interestingly enough, I got to know Stephan in person at a NAMM afterparty we threw in LA, at which Stephan was playing a Karate Kid AV mashup with friends Shane Hazleton and Momo The Monster. So, nice to see what Stephan has been working on!
TweetTrust your ears.
It seems a simple instruction, in the teaser video for this project by Stockholm-based producer/composer Håkan Libdo. But for those of us used to having vision, focusing in on one sense – even the sense on which we rely for music and sound – can be an extraordinary experience. If digital interface design has done anything, it has forced new ways of looking at design across senses, and not just in a weary repetition of “we always do it this way.”
Playing tennis in InvisiBall becomes a new experience. Sonic cues along direct the ball from side to side. And apart from experiencing the game – blindfolded or even as a non-seeing person – the result can be a performance. Developed with programmers Magnus Frenning and Jonatan Liljedahl, the game relies on three-dimensional sound and senses user play, a new musical game.
A computer, while tracking the players, seamlessly mixes sonic cues with a musical soundtrack, so that the results are melodic and not only sound effects. Played in a darkened room, the rackets emit infrared light. Wiimotes here don’t move, as they do when playing games like Nintendo’s Wii Tennis; instead, they’re just IR sensors.
An audience gets to “see” the position of that invisible ball, so that spectating is a slightly different sensation; a TV displays where the ball would be.
More information on Håkan Libdo’s site; he tells us this could be making appearances at festivals this year. (So… if you’ve got a festival, and you’re reading… uh, send CDM some tix, too, and we’ll visit?)
http://hakanlidbo.com/archives/2075
TweetThe iPad as a controller is at its best when it plays to its strengths, letting you use that continuous finger control do something useful. So that makes MidiPads worth a look. It’s a strikingly-versatile drum pad controller with all of the kinds of features you might want, and with a major version 1.5 release this week, looks even more useful as a control addition to your studio.
First off, it’s got all of the I/O you could want:
Once connected, MidiPads sets itself apart with flexible control on each of those pads. Just tapping rectangles isn’t much fun on the iPad, of course – you lack tactile feedback and pressure sensitivity found on a physical pad. So, instead, MidiPads provides other modulation to exploit the touchable surface for continuous control. In fact, thinking of it as a “drum pad” is almost a bit unfair. New in this release:
What I like best of all is the integration of X/Y controllers on pads, so you can send continuous messages as you trigger a pad. In the video at top, you can see that in action with Traktor Pro. (Yep: you can use this for DJing, not just drum sounds.)
To solve the lack of velocity response, you can choose from a few options, including tapping with two fingers or setting velocity from the vertical position of your tap on the pad. Those ranges are scalable, and you can even set some randomization.
You get 64 resizable pads, and everything can be customized, both in terms of the MIDI message and appearance. You can also send MIDI to those pads for bi-directional feedback. With that, I’m just waiting for someone to come up with some awesome preset for Renoise or a drum synth or Ableton or what have you. Let us know.
Other features:
Here’s how that MIDI learn notion works:
In fact, MidiPads is the only controller I’ve seen with robust-enough bi-directional control to put it in the same category as Lemur for iOS. It lacks Lemur’s extensive library of controllers, and there’s really nothing stopping you from scripting something similar with Lemur. But if pads are really what you care about, this could be an excellent shortcut at a fraction of a price. And put together, these two apps could really justify the use of the iPad as a powerful control surface. (More on Lemur next week – lots of developments there, and finally, a video I shot with the Liine guys.)
Congrats to independent developer Stefan Goehler of Germany for the great work! (I’m finding what y’all are drinking now that I live in this country, because it’s … working. I’m downing the Club-Mate, but my coding hasn’t improved yet.)
€4 / US$5.
You can grab (and review) MidiPads via the exclusive, multi-platform CDM Apps collection, as one of our highlighted apps:
MidiPads @ CDM Apps
Or try the free edition: MidiPads Lite
Developer site: Crossfire Designs
TweetSee a significant correction below; an earlier version of this story claimed incorrectly that Windows on ARM would be limited in how it can exploit native audio code.
I hear a lot of pro users afraid that Mac OS X will suddenly turn into iOS, making their computer into a giant, hinged phone they can’t use any more. Mountain Lion, the update Apple introduced privately to a handful of journalists hand-picked by their PR, may throw more fuel on those fears. Apple brought over some familiar features from iOS to Mac OS, and even prods users into installing apps from the App Store or containing some special developer key.
But let me give away the punchline in one line: With Mountain Lion set to default, developers can distribute software without using the App Store. That’s really all you need to know. For our community, my guess is that plug-ins shouldn’t be impacted at all, which makes this even more of a non-news-item.
I spend a lot of time talking to developers about what it’s like to work with Mac OS, and looking at how this impacts your experience as a user. So, even though I wasn’t on Apple’s short list, I can say with some confidence that this announcement – unless we hear something new – most likely means:
1. You’ll probably switch off this new Gatekeeper feature and use whatever software you want.
2. The name “Mac OS X” will be “OS X,” but you’ll keep calling it the Mac. (Heck, some of you will still call it Macintosh. Just don’t say “ex,” okay?)
3. The notification system isn’t all that different from Growl. If anything, that continues an Apple tradition of aping ideas from the third-party that goes back to the days when OS releases began with the word “System.”
4. Those of you using Mac OS to make music will probably continue to do so, because the OS still has the benefits that are the reason you use it. Those of you who use other operating systems, we’ll continue to look at how to get the most out of those.
That’s it. Really. You can safely ignore the debate – on all sides – likely to rage about what this OS update means. The stuff that matters most to us as musicians isn’t necessarily what matters to other people. (Now, you might personally decide you like iCloud and notifications and other little features; I’m just saying they don’t directly impact all music software. Nor do I see any indication they’ll get in the way if you don’t like them – and to the extent they do, you should be able to switch them off, as in notifications.)
In fact, even if music devs decide they want to make themselves compatible with the new app safeguards without getting on the App Store, they can get a developer certificate (apparently a few minutes’ work). My guess is, given almost no music devs have jumped into the App Store as distribution model, this means this changes nothing. And because those same developers usually certify their software before they say it’s compatible with a new OS update – on Windows as well as on the Mac – the certificate could even be a good indication that an app was tested on Mountain Lion.
Given the overheated coverage talking about how this revolutionizes computing or turns the Mac into an iPhone or an HDTV or the spawn of all that is evil or something, I thought I’d – for once – write something a little shorter. Mac hardware and software have loads of stuff that isn’t available on mobile. (For instance, I’ve gotten no indication yet that Thunderbolt, which is increasingly looking like the future of pro I/O in very cool ways, is coming to mobile platforms any time soon.) And the guts of Mac OS X remain the same under these surface-level changes – even if some people find them a bit creepy.
There’s a lot of understandable worry about how iOS and Mac OS X – erm, “OS X” – are merging. But under the hood, it’s the same OS.
For a great overview, free of lots of spin, check out Jason Snell at Macworld:
Hands on with Apple’s new OS X: Mountain Lion
Apple gets a lot more attention – and more impassioned emotions – these days. But the only really fundamental change I’ve seen is Microsoft blocking third-party Windows desktop code on ARM.
Correction: I was simply wrong when I claimed, however, that this means that Windows 8 will not allow native code; the WinRT API model will in fact do that, as readers, including Martin Törnsten, observe:
Native code targeting WinRT is also supported using C and C++, which can be targeted across architectures and distributed through the Windows Store.
Building Windows for the ARM processor architecture
Since you can’t directly port “desktop” Mac or Linux apps to iOS or Android, respectively, this wouldn’t be a fair comparison with OS X in the first place. The more interesting question to me that will require further testing is whether Windows on ARM will have some of the audio real-time prioritization benefits that Windows on Intel does, and if it can avoid some of the latency and reliability pitfalls seen (for now, at least) on Android. But I retract my earlier statements on two levels – one, they were wrong, and two, they weren’t really relevant to a discussion of OS X’s app distribution model.
If Apple does do something that causes serious problems for music development, believe me, you’ll hear about it here.
Macworld Looks at GateKeeper; More Reason Not to Panic:
Jason Snell goes into some detail:
Mountain Lion: Hands on with Gatekeeper
Here’s the important bit:
It’s not a background check for developers. Getting a developer certificate isn’t like getting a passport or a driver’s license. A developer signs up for an account and gets a certificate. That’s it. What’s more, these apps have no seal of approval from Apple. Apple never sees them. Developers don’t need to check with Apple before signing apps. Apple’s not involved other than providing them with a certificate that Apple can revoke later if it feels the developer is distributing malware.
Moreover, given that GateKeeper appears to verify at app at launch time, it would appear to me that plug-ins will be exempt. That means that updating your host – something you’re likely to do anyway with a new OS – would presumably make all your plug-ins work, too. (Well, apart from any potential changes to the plug-in architecture, but that’s nothing new.)
There seems to be no evidence, for instance, that those of us building something like Ardour or SuperCollider or Pure Data couldn’t simply get a developer key (possibly for free) and use that. Free and open source software would be allowed. None of the restrictions in the App Store or on iOS appear to be present. OS X remains a proprietary OS, but it’s not any more proprietary with Mountain Lion than it is with Lion.
Indeed, using signing to verify the authenticity of software is something common to many operating systems, including free OSes. Apple’s situation is different in that there’s one vendor (Apple), but there’s substantial evidence in just the hours after press have seen the OS that the signing process will be straightforward. And, once again, the important thing is that you can turn the feature off. My frustration with iOS’ inflexibility remains – Apple could simply have an “allow unknown sources” checklist as Android does, and a lot of us would be happier. But that checklist is precisely what’s on the forthcoming OS X. And I wouldn’t expect Mac users to settle for anything less.
Apple’s Mac market is tremendously lucrative; it’s part of why they’ve got all of this money in the bank, it has some of the biggest profit margins in the entire tech industry (certainly the largest of any major computer maker), it’s the one computer that has shown dramatic growth (often at the expense of PC rivals), Apple has built an extraordinary logistics and inventory system behind selling it, and it represents a lot of the soul of the Apple brand and developer and creative markets that have propelled iOS devices. It seems logical to assume Apple would protect that market. Adding some iOS technologies is not necessarily killing the Mac. And it appears the restrictions everyone is freaking out allow you to run 100% of the software you’re running today.
TweetLet’s get straight to it: granular synthesis, and the various processes based on the principle, is one of the coolest things about making music with computers. With the ability to take sounds and stretch, mangle, and reshape them into new textures, it’s one of the fundamental techniques allowing sound software and lots of terrific timbral techniques to work.
Of course, explaining it to lay people is a bit of a trick. So that’s why, even before we get into talking about Steinberg’s upcoming Padshop synth, it’s worth watching the first few minutes. Sound designer Matthias Klag explains that coolness really succinctly (and, I think, accurately).
I’m excited to try Padshop. Now, on its surface, I can’t yet see anything radically new in how it works relative to what you get from some of the better Reaktor patches out there. On the other hand, a lot of people aren’t willing to go buy Reaktor just to use those tools. And it seems Steinberg has built something that brings together a traditional synth’s playability with some of the better tools for dialing in far-out granular textures. We’ll get to see it later this month, and then see if this is as big a breakthrough for granular sounds as Steinberg says. But I think it’s worth an early look, nonetheless – if for no other reason than hearing this nice explanation.
And if I get one great pad for a track out of this, count me in. Time to stock up on some Fritz-Kola, in Hamburg’s honor.
TweetAs musical old-timers repeatedly sing the sad song of the supposed demise of the full-length album, a funny thing has happened. Lovers of games have taken up a growing passion for game music, and in particular the indie score for indie games. Independent game publishing and independent music composition – from truly unsigned, unknown artists – go hand in hand. Indeed, the download and purchase charts on Bandcamp are often dominated by game scores. Fueled by word-of-mouth, these go viral in enthusiast communities largely ignored by either music or game reportage.
Far from the big-budget blockbuster war game, these scores – like the games for which they’re composed – are quirky and eccentric. They reject the usual expectations of what game music might be, sometimes tending to the cinematic, sometimes to the retro, sometimes unapologetically embracing magical, sentimental, childlike worlds.
And now, defying music’s typical business models as well as its genre expectations, you can get a whole big bundle of games for almost no money. Pay what you want, and get hours of music. Pay more than $10, and get loads more. You just have to do it before the deal ends (five days from this posting), at which point the bundle is gone forever. In a sign of just how much love listeners of these records feel, there’s a competition to get into the top 20, top 10, and top-paying spots, which with days left in the contest is already pushing well into the hundreds of dollars. But for that rate or just the few-dollar rate, these are the true fans. You’ve heard about them in theory in trendy music business blogs and conferences, in theory. But here, someone’s doing something about it, and it’s not a fluke or a one-time novelty: it’s a real formula.
http://www.gamemusicbundle.com/
Game music itself is, of course, a funny thing. Game play itself tends to repetition, meaning you hear this music a lot. So it says something really extraordinary about the affection for these scores that gamers want to hear the music again and again. This gets the musical content well beyond the level of annoying wallpaper into something that, even more than a film score you hear just once or a few times, you want to make part of your life. That endless play gets us back to what inspired ownership in the first place, to buying stacks of records rather than just waiting for them on the radio. And in that sense, perhaps what motivates owning music versus treating it like a utility or water faucet hasn’t changed in the digital age at all. Maybe it’s gotten even stronger.
We’ve already sung the praises of Sword and Sworcery on this site; it’s notably in the bundle. But I want to highlight in particular one other score, the inventive and dream-like Machinarium. Impeccably recorded, boldly original, the work of Prague-based Tomáš Dvořák, Machinarium mirrors the whimsical constructed machines of the games. There’s a careful attention to timbre, and music that moves from film-like moments to song to beautiful washes of ambience, glitch set against warm rushes of landscape. For his part, Dvořák is a clarinetist, and his musical senstitivity never ceases to translate into the score. It’s just good music, even if you never play the game, and easily worth the price of admission for the bundle if you never listened to anything else (though you would truly be missing out). It’s simply one of the best game music scores in recent years.
Machinarium Soundtrack by Tomáš Dvořák
And another look at Jim Guthrie’s score to Sword & Sworcery:
Sword & Sworcery LP – The Ballad of the Space Babies by Jim Guthrie
Game Meets Album: Behind the Music and Design of the iPad Indie Blockbuster Swords & Sworcery[Create Digital Music]
Game Meets Album: Behind the Music and Design of the iPad Indie Blockbuster Swords & Sworcery [Create Digital Motion]
Also in this collection: Aquaria, To the Moon, Jamestown, and a mash-up, plus a whole bunch of bonus games when you spend a bit more that feel heavily influenced by Japanese game music and chip music.
And some of the best gems are in the repeat of the last bundle, which you can (and should) add on for US$5 more:
Minecraft: Volume Alpha, Super Meat Boy: Digital Soundtrack, PPPPPP (soundtrack to VVVVVV), Impostor Nostalgia, Cobalt, Ravenmark: Scourge of Estellion, A.R.E.S. Extinction Agenda, Return All Robots!, Mighty Milky, Way / Mighty Flip Champs, Tree of Knowledge
I’ve sat at game conferences as composers working for so-called AAA titles lamented the limitations of the game music production pipeline. Quietly, indie game developers have shown that anything is possible, that the quality of a game score is limited only by a composer’s imagination.
More music to hear (and some behind-the-scenes footage), including a really promising Kickstarter-funded iPad music project from regular CDM reader Wiley Wiggins:
TweetDigital: disposable, identical, infinitely reproducible. Recordings: static, unchanging.
Or … are they?
Icarus’ Fake Fish Distribution (FFD), a self-described “album in 1000 variations,” generates a one-of-a-kind download for each purchaser. Generative, parametric software takes the composition, by London-based musicians-slash-software engineers Ollie Bown and Sam Britton, and tailors the output so that each file is distinct.
If you’re the 437th purchaser of the limited-run of 1000, in other words, you get a composition that is different from 436 before you and 438 after you. The process breaks two commonly-understood notions about recordings: one, that digital files can’t be released as a “limited edition” in the way a tangible object can, and two, that recordings are identical copies of a fixed, pre-composed structure.
Happily, the music is evocative and adventurous, a meandering path through a soundworld of warm hums and clockwork-like buzzes and rattles, insistent rhythms and jazz-like flourishes of timbre and melody. It’s in turns moody and whimsical. The structure trickles over the surface like water, perfectly suited to the generative outline. At moments – particularly with the echoes of spoken word drifting through cracks in the texture – it recalls the work of Brian Eno. Eno’s shadow is certainly seen here, conceptually; his Generative Music release (and notions of so-called “ambient music” in general) easily predicted today’s generative experiments. But Eno was ahead of his time technically: software and digital distribution – both of files and apps – now makes what was once impractical almost obvious. (See also: Xenakis, whom the composers talk about below.)
You can listen to some samples, though it’s just a taste of the larger musical environment.
Fake Fish Distribution – version 500 sampler by Icarus…
12 GBP buys you your very own MP3 (320 kbps). Details:
http://www.icarus.nu/FFD/
The creators weigh in on the project for Q Magazine:
Guest column – Electronic band Icarus on whether algorithms can be artists?
The conceptual experiment is all-encompassing. Just to prove the file is “yours,” you can even use it to earn royalties – in theory. As David Abravanel, Ableton community/social manager by day and tipster on this story, writes:
“As a sort-of justification for the price, all Fake Fish Distribution owners are entitled to 50% of the royalties should the music on that specific version ever be licensed. A very unlikely outcome, but at least it’s sticking to concept.
I spoke with Ollie and Sam to share a bit about how the mechanism of this musical machine operates. Using Ableton Live and Max for Live, each rendition is “conducted” from threads and variables into a sibling of the others. The pair talk about what that means compositionally, but also how it fits into a larger landscape of music and thought. Of course, you can also go and just experience your own download (first, or exclusively) to let the music wash over you, an experience I also find successful. But if you want to dive into the deep end as far as the theory, here we go.
CDM: How is the generative software put together? What sorts of parameters are manipulated?
Ollie: The basic plan to do the album came before any decision about how to actually realise it, and we initially thought we’d approach the whole thing from a very low level, such as scripting it all in the Beads Java library that has been a pet project of mine for some time. But although we love the creative power of working at a low level, the thought of making an entire album in this way was pretty unappealing. We looked at some of the scripting APIs that are emerging in what you might call the hacker-friendy generation of audio tools like Ardour, Audacity, and Reaper, but these also seemed like a too-convoluted way to go about it.
Even though Max for Live was in hindsight the obvious choice, it wasn’t so obvious at the time, because we weren’t sure how much top-down control it provided. (As a matter of fact, one of the hardest things turned out to be managing the most top-level part of the process: setting up a process that would continuously render out all 1000 versions of each track.) Although it was quite elementary and unstable (at the time), [Max for Live] did everything we wanted to do: control the transport, control clips, device parameters, mix parameters, the tempo … you could even select and manipulate things like MIDI elements, although we didn’t attempt that.
So we made our tracks as Live project files, as you might do for a live set (i.e., without arranging the tracks on the timeline), then set up a number of parametric controls to manipulate things in the tracks. Many of these were just effects and synth parameters, which we grouped through mappings so that one parameter might turn up the attack on a synth whilst turning down the compression attack in a compensatory way. So the parameter space was quite carefully controlled, a kind of composed object in its own right.
We also separated single tracks out into component parts so that they could be parametrically blended. For example, a kick drum pattern could be spilt into the 1 and 3 beats on the one hand, and a bunch of finer detail patterning on the other, so that you could glide between a slow steady pattern and a fast more syncopated one. So loads of the actual parameterisation of the music could actually be achieved in Live without doing any programming. Likewise, for many of the parts on the track, we made many clip variations, say about 30, such as different loops of a breakbeat. The progression through those clips — quantised in Live, of course — could also be mapped to parameters.
Finally, by parameterising track volumes and using diverse source material in our clips, we could ultimately parameterise the movement through high-level structures in the tracks. So we could do things like have a track start with completely different beginnings but end up in the same place. We did this in Two Mbiras, which is probably the track where we felt most like we were just naturally composing a single piece of music which just happened to be manifest it a multiplicity of forms. In that sense, this was the most successful track. Some of the other tracks involved more of an iterative approach where we didn’t have a clear plan for how to parameterise the track to begin with, but that fits with our natural approach to making tracks. At one point, we wondered if we could just drop a bank of 1000 different sound effects files into an Ableton track, to load as clips. To our glee, Live just crunched for a couple of seconds and then they were there, ready to be parametrically triggered. So each version of the track MD Skillz could end on a different sound effect.
The Max software consisted of a generic parametric music manager and track-specific patches that farmed out parametric control to the elements that we’d defined in Live. The manager device centred around a master “version dial”, a kind of second dimension (along with time), so you could think of the compositional process as one of composing each track in time-version space.
We used Emanuel Jourdan’s ej.function object, which is a powerful JavaScript alternative to the built-in Max breakpoint function object, and wrote some of our own custom function generators and function interpolation tools to interact with it. Using the ej.function object, we composed many alternative timelines to control the parameters, and then used the version dial to interpolate smoothly between these timelines, resulting in a very gentle transition between versions. I.e., version 245 and 246 are going to be imperceptibly different, but version 124 and 875 will be notably different (we quickly broke from our own rule and started to introduce non-smooth number sequences into some of the tracks, so for example in Colour Field two adjacent versions will actually have quite different structures). We spent some time making it well integrated into Live so that once we really got into the compositional process it would work smoothly and be generally applicable to all of the different ideas we wanted to throw at it. That said, it’s a few steps of refinement from being releasable software.
Pictured: the master controller device, very minimal, just a version dial and a few debug controls. Double clicking on bp_gui leads to the other figure, a multitrack timeline editor, with generative tools for automatically generating timeline data using different probability distributions.
How did you approach this piece compositionally, both in terms of those elements that do get generated, and the musical conception as a whole?
Sam: Since 2005, we had been working a lot in the context of performance, not only as Icarus, but with improvising musicians through our label / collective Not Applicable. This is reflected in the records we put out both as Icarus and individually during that time, which increasingly used generative and algorithmic compositional techniques as structural catalysts for live improvisations. (As Icarus: Carnivalesque, Sylt and All Is For The Best In The Best Of All Possible World. Individually: Rubik Compression Vero, Five Loose Plans, Nowhere, Erase, Chaleur and The Resurfacing Of An Atavistic Trait). Our performance software was made using Max/MSP and Beads and we started by crafting various low level tools that would loop and sequence audio files in various different ways, giving us control parameters that were devised around musical seeds we were interested in exploring.
In many respects, our approach was very similar and partly inspired by Xenakis’ writings in Formalised Music, although the context is obviously very different. These low-level tools were augmented by various hand-crafted MSP processing tools which used generated trajectories and audio analysis as a method of automating the various parameters that effected the sounds themselves, the logic being that an FX unit as a manipulator of sound is in some way loosely coupled to the musical scenario it is contextualised in. In both cases above, the idea was to step back from performance ‘knob twiddling’ by using the computer to simulate specific types of behaviour that would control these processes directly (hence the reason why we have never used controllers in performance).
Our search for different methods of coupling our increasing parameter space led us to develop various higher-level control strategies at Goldsmiths and IRCAM respectively, culminating in autonomous performance systems built in the context of the Live Algorithms for Music Group at Goldsmiths College. The autonomous systems we developed used a battery of different techniques to effect control, from CTRNNs and RBNs to analysis-based sound mosaicing, psychoacoustic mapping and pattern recognition. This work resulted in us being commissioned to put together a suite of pieces for autonomous software in collaboration with improvising musicians Tom Arthurs and Lothar Ohlmeier called “Long Division” for the North Sea Jazz Festival in 2010. The challenge of putting together a 45-minute programme of autonomous music really forced us to think more strategically about how it was possible to structure musical elements within a defined software framework and how they could vary not only within each individual piece, but also from piece to piece.
The most obvious inspiration for how we might do this ultimately came from reflecting on what it is we do when we perform live as Icarus. The experience of working up entirely new live material and touring it without formulating it as specific tracks or compositions proved to be an ideal prototype not only for Long Division, but also ultimately for FFD. Here, in a similar sense to the work of John Cage, large-scale structure and form became a contextually-flexible entity, which meant that for us it became to a far greater extent derived from the idiosyncrasies of the performance software we developed and keyed in by our own specific way of listening out for certain musical structures and responding to them in either a complementary or deliberately obstructive fashion (or perhaps even not at all). Creating these two pieces (‘Long Division’ and ‘All Is For The Best In The Best Of All Possible Worlds’) gave us the conviction that we could devise musical structures that were both detailed enough and robust enough to benefit positively from some level of automated control.
Therefore, when we came to start working on FFD, the main question we had to ask ourselves was; within the music making practices we had already been working with, what were the tolerances for automation within which we were still ultimately in control of and ultimately composing the music we were creating? In the end, the framework we set up was comparatively restrained; the generative aspect of each track was always notated as a performance via a breakpoint function and therefore able to be rationalised by us, the variation between different versions of the same track was done using interpolation and is completely predictable and incremental and finally, the entire space of variation is bounded to 1000 versions, meaning that the trajectories of the variation never extend into some extreme and unrealisable space.
More notes on the album:
Web: http://www.icarus.nu
RSS: feed://www.icarus.nu/wp/feed/
Last.FM: http://www.last.fm/music/Icarus
Discogs: http://www.discogs.com/artist/Icarus+(2)
SoundCloud: http://soundcloud.com/icaruselectronic
Twitter: http://twitter.com/#!/birdy_electric
Myspace: http://www.myspace.com/icaruselectronic
Facebook: http://www.facebook.com/pages/Icarus/132324596558
CREDITS
Music, Software, Scripting – Icarus (Ollie Bown and Sam Britton)
Mastering – Will Worsley, Trouble Studios
Artwork – Harrison Graphic Design
Icarus gratefully thank the following for their support of the FFD project
The PRSF Foundation (UK)
STEIM (Netherlands)
Ableton (Germany)
The University of Sydney (Australia)
Emmanuel Jourdan (France)
The Grammy Awards faced controversy long before this year’s ceremony; more than 30 categories faced the axe. With music outside Billboard lists already facing marginalization, the changes angered many artists by combining genders and averaging together genres.
More fundamentally, artists can easily argue that the awards lack direct relevance to music they value, and look instead to validation from other sources.
But watching the acceptance speeches by Skrillex, you see an impression not so much of how the Grammy Awards view Electronic Dance Music as how Skrillex views the EDM community. Winning three awards – Best Dance Recording, Best Electronic/Dance Album, and Best Remixed Recording – Skrillex, aka Sonny Moore, turns attention elsewhere. He acknowledges artists who came before him who seem shoe-ins for Grammy winners in hindsight (Daft Punk, anyone?), and looks to the wider community of artists from which he came. Mentor deadmau5 seemed in on the festivities, too, wearing a t-shirt with Skrillex’s mobile number on it, poking fun at his student.
If anything was newsworthy in 2011, to me it is the reemergence of the notion of a greater, united “Electronic Dance Music community.” Even the very acronym EDM seemed on the comeback. What’s ironic about this, of course, is that those please for unity came in the context of an artist (Skrillex) whose work has proven divisive. But whether or not you like Skrillex’s music, and whether or not you feel the word “dubstep” has anything at all to do with it, the self-identification of EDM communities may be longer lasting than any one artist.
Bizarrely, I’ve read a number of commentaries describing Skrillex’s work as achieving some sort of larger recognition for independent electronic music. This seems not to jive with some of the “facts on the ground,” as the saying goes. Voting Skrillex for the Grammies was an easy numbers game, going after the biggest hit artist. Skrillex achieved an inarguable crossover victory in sales numbers, but you don’t need a Grammy to prove that. Moreover, the video footage you see above wasn’t aired on US TV; Skrillex’s wins all came in dance-specific categories and all aired before the telecast.
At least the marketing of the event featured Skrillex prominently, as did the nomination (if not win) as a new artist. Writing for the Dubspot Blog (no direct relationship to “dub” or “dubstep” in that school), Stefan Nickum points to that and makes a broader argument:
The 54th Grammy Awards: Electronic Music, Skrillex and the Re-Shaping of American Pop [Dubspot blog]
American pop has certainly been reshaped by Deadmau5 and protege Skrillex, though we’ve heard this narrative before, many times. Amidst tectonic shifts in pop music consumption and creation, I think it’s impossible to say whether this time will be different from the much-touted crossover breakthrough of electronics and dance styles in the 80s and 90s in the US.
The artist who did win the Best New Artist nod could himself be called an “electronic” artist, though not a dance artist – Bon Iver. And in a number of ways, I find Bon Iver, with his unique voice (lyrically, compositionally, and literally), a more interesting artist than Skrillex, and one who wasn’t quite so obvious in terms of record sales. Apparently Grammy voters agreed.
Whatever was happening at the Grammies for electronic music or pop or dance music, the line between bedroom and studio is certainly erased forever. And even for Skrillex foes, it’s hard not to feel a little warm and fuzzy as he talks about bedroom music making and working out of an illegal warehouse in downtown LA on a blown speaker.
Even if there’s no surprise whatsoever in the Grammies falling in love with Skrillex, it’d be huge news if a lot of us bedroom-style producers and lesser-known artists found a way to warm our hearts to this much-maligned artist. Happy Valentine’s Day.
Alternative interpretation:
[Christwire]
(Yes, that’s a joke – an especially brilliant one.)
Thanks to Giuseppe Sorce and Eva-Maria Karich for tips on this story!
TweetWriting about the meeting place of technology and music, we cover potential: what’s possible, what might be in the future. So as he launches a new music column, our new contributor Kid Kameleon has coined a cheeky title: “created.” This isn’t just what you could create with digital music, but what has been made, as he discovers and reviews new sounds. And while words like “genre-defying” get overused, producer/DJ/journalist Kid Kameleon – aka Matt Earp – really is on a quest for music that pushes out from the boundaries drawn around it. Over this and future installments, Matt will help widen our own listening to the up-and-coming and unexpected. So let’s get started, by peering through the window of one label and one artist. -PK
TESTTOON & OUBYS
Testtoon and Oubys are separate but symbiotic (for now). Testtoon is a very new label run by Michael Severi from Antwerp, Belgium, in collaboration with his brother Rafael. Michael’s girlfriend Eva D’haenens creates the label’s art and graphics as part of Testbeeld, the label’s visual twin. Testtoon is only two releases into its existence so far, but according to Severi, its agenda is to “promote creative and original electronic music” with vinyl-only releases of ”only local or more unknown producers we like.” Severi’s current aesthetic for his own DJ sets as well as the label is “ambient, field recordings, and experimental,” and Testtoon couldn’t have found a better or more captivating artist for their launch releases than Oubys, from Brussels.

Oubys is the stage name for Wannes Kolf. From his succinct bio: “Kolf’s music is made with live improvisations, electronic treatment and field recordings. Influenced by early legends Faust, Heldon, Can and ambient guru Brian Eno, this music has a nice sense of subterranean depth and a pulsating progression.” Oubys has had two previous releases on the CDr label U-Cover (also out of Belgium), and his music has is perfect blend of textured soundscape, low thrumming bass and steady washes of atmospheric synths that combine in perfect proportion to yield richly immersing musical experiences. This world can be a space where it’s hard to sound original or interesting, but Kolf weaves just enough of a pulsing through many of his creations to give them the skeleton ambient music so often lacks. His first release for Testtoon was Terra Incognita in 2011, which falls somewhere between an EP and an album in length. It’s full of rich complexity reminiscent of Monolake and Chain Reaction, and it ends with the almost epic Blackland 2 (below). But it also takes in more collage-like sounds along the way, in tracks like “Hidden Base” and “Mitlt”.
The label’s second release is the Positronium EP, which heads in a slightly darker direction, more buzzing electricity than soothing sound beds. It contains an early version of the album track Positronium II, a remix by Oubys, and truly special restructuring by Substance of Hardwax, Berlin, a scion of German dub techno reaching back almost 20 years. A tantalizing snippet of it can be heard here:
That EP will be out by the end of February. For now Testtoon is doing the distribution themselves, so it can only be found in vinyl shops in Belgium and by mail order through a couple of internet outlets. But Severi is hoping to secure distribution soon, so untill then keep your ears on both Oubys and Testtoon’s SoundCloud pages for samples of new material. And give them both props for doing such small run and tangible releases in the age of digital music!
TEAL & BEASTIE RESPOND
Not terribly far from Testtoon’s sample-based ambience, a similar label/producer symbiotic relationship is going on, but for a different genre of music. The label is Teal Recordings, run by Simon Olsson, and the producer is Beastie Respond aka Tobias Pedersen. Both of them are in Copenhagen, Denmark, and both have associations with the Dunkle Bar there.

Teal is 4 releases deep so far, available both as 12″ records as well as digital, and much of its sound has been focus on that particular hybrid of house, dubstep, UK Funky and techno that doesn’t have a name yet but is currently saturating lots of clubs in London and beyond. Producers like Blawan, West Norwood Cassette Library, Hypno, and Kowton have all given some of their finest productions or remixes to the label – a favorite in this vein is the smokey jazz-club sampling shuffle-skip of Hypno’s Koko, a true gem.
But the label’s breakout sound has surely been the beguiling Syncope by Beastie Respond. A beautiful piece of uncanny music that draws equally from Drum and Bass, Dub, Dancehall and Chilled Out Hip-Hop, it’s one of the best examples of the current trend of DnB producers using increasingly tricky rhythms to give the illusion of both 85 bpm hip-hop (or in this case, with a 4×4 beat, almost slow disco) and the frenetic poly rhythms of Jungle. It is a sound that’s most closely associated with the producer dBridge, his label Exit Recordings, and what’s been termed the “Autonomic sound” of this particular strain of modern Drum and Bass – a sound hugely influenced by the “is it head nod or dance music?” slippery-ness that is Dubstep’s most impressive achievement to date. And frankly it’s an amazing breath of fresh air to the genre of Drum and Bass, reviving many veteran’s interest in a sound that’s accesible enough for a new generation of listeners who till now only knew DnB as classic ragga, harsh tear outs, or cheesy over-the-top atmospherics.
Now, not to pigeonhole Pedersen into only this one sound – he’s got musical skills that stand out on some darker and more straight-ahead productions, as well, geared to a more traditional DnB audience. But his syncopations are at their most impressive in this rhythmic netherland, so it’s not surprising that Teal is releasing a second single from him in March. This one, the label’s 5th, is 2 tracks, “Be Quiet” and “No More”, and once again, “No More” is just killer, full of crisp clean sounds that tumble over each other, constantly pinging back and forth between a head nod and a skank.
Beastie Respond says he has some other tracks and remixes coming soon. If both record labels and producers the world over can embrace this sort of tricky, intelligent music that works both on the dancefloor and in headphones, then the future of electronic dance music is bright indeed.
Kid Kameleon is a San Francisco-based DJ, promoter, writer, blogger, historian, archivist, and fan of electronic music.
http://kidkameleon.com
Don’t miss Matt’s write-up of selections from 2011′s musical landscape – complete with a couple of recent choices from his more than 100 mixes:
The Music of 2011: Kid Kameleon Picks, Om Unit Mix, Techno Mix
Lured by the siren song of modular synthesis and DIY electronics, but not sure how to navigate the piles of requisite knowledge – or uncertain what the trip down this rabbit hole might have in store?
For years, Tom Whitwell’s Music Thing was a beloved daily read, as that site and this one were among the early blog-format destinations for music tech. Tom moved on – something about a major day-gig at a paper called The Times, perhaps named after the font? – but that makes us all the more delighted to get a dispatch from him. In this guest column for CDM, he introduces one project, a brilliant FM radio sequencer, but also helps us catch up on reading on modular synthesis and electronics dating back to the origins of the technology. And he has a realistic look at what this will do to your life – all inspired by “pure enthusiasm,” as he puts it, “this is fun, you should try it.”
Hey, isn’t that what the drug dealer said in those just-say-no instructional videos we watched in the 80s? Coincidence, I’m sure. -PK
Since buying a Eurorack modular synth a year ago, I’ve spent a lot of time building DIY synth modules and reading about synths and the people who build them. (See reading list, below, if you’d like to do the same.)
The hardest part of DIY electronics is starting out. My first step was building a few guitar pedal kits and learning by reading the Beavis Audio site. Other people start with noisemaker kits like the Atari Punk Console or circuit bending. They all lead in the same direction — down a very deep rabbit hole.
There’s a lot to buy – a kind of infrastructure you need before doing anything – soldering kit, a multimeter, and a stock of components. None of it costs much, but it’s hard and disconcerting to buy. Online megastores like Farnell or Mouser will stock 50 versions of every component. Get the part number wrong, and you accidentally order capacitors as small as grains of sand, or as large as golfballs. Smaller stores – in the UK, I use http://www.bitsbox.co.uk/ - are easier because they only stock common hobby-friendly parts.
After making a few guitar pedals, I moved onto synth modules. They’re a great DIY platform. The infrastructure is all there, in terms of power supply, case, inputs, and outputs. Parts are cheap, there’s a healthy and helpful community, and a nice learning curve, from basic utility modules to mind-bendingly complex frequency shifters and vocoders.
In a year, I’ve built:
For this project, I was inspired by this quote from Don Buchla, the legend of west coast synthesis:
“My studio at that time was ten feet wide. It was so crowded in there we hauled the workbench out on the sidewalk on good days and set up my oscilloscope and worked out there. [John] Cage came by and for voltage control I had hooked up my keyboard to an FM module that I’d built, a little module that was an FM receiver and I could play stations on it because I had one of the first varactor tuned FMs. Cage, as you can imagine, was just enormously interested in the fact that I could tune each key to a station and then proceeded to play the radio” ( Source [PDF] )
Thirty years later, Don released the 272e module (see Matrixsynth on the announcement), a $1250, four-channel polyphonic FM Tuner. There’s also the ADDAC102, a very fancy stereo €270 Eurorack module [see Synthtopia, with a video]. I wanted something quick, cheap and easy that would let me follow in Don and John’s footsteps. After a lot of searching and a few dead ends, I found the wonderful video demo, below, of a battery-powered FM sequencer based on a €15 radio kit from Germany.
Projects like this follow a predictable curve. There’s a burst of experimental excitement at the start; receiving the crucial part, building the circuit on breadboard and realizing that — YES! — it’s going to work.
Then comes a period of frustration and tedium. Re-buying a crucial part you blew up. Fiddling with the circuit so it responds just how you want it. Transferring the breadboard layout to a piece of perfboard, or designing a PCB and waiting for it to be made in China. If you’re using an Arduino or other programmable controller, there’s a long period of writing code, battling feature creep, debugging.
During this period, you have to really, really want the thing you’re making, dreaming of how cool it will be, how much fun you’ll have playing it and telling everyone about it.

Tom's FM radio-sequencing module project, in all its glory.
Building music gear is more multidisciplinary than you might imagine. The interface and the feel is as important as the functionality. My Euclidean sequencer is a cool-looking thing, with a big LED matrix. It’s really useful – turning trains of pulses into Afro-Latin rhythms. But it’s fiddly and annoying to use. The FM Radio module could be 50% smaller – and size is important in any modular synth – but this time I wanted good big knobs for fine tuning the signals and control voltages.
So, as the project continues, you’ll spend time designing a front panel, deciding how many knobs you need, removing ones you’ll never use. And along the way, you’re learning. This time round, I wanted to get the control just right – precise, stable tuning so that stations would stay locked. That meant experimentation and [asking for help on the MuffWiggler forum]. I also spent ages reading ham radio sites, trying to work out how to make a voltage-controlled Shortwave radio (I gave up).
Eventually, the lacquer is dry on the panel, the parts are all in, debugging is complete and the module is working. The result: either elation and fun, or almost immediate maker’s remorse. It’s bad enough spending money on a piece of music gear that you never love. It’s really annoying spending time building one that you can’t then flip on eBay.
So far, this FM module is pure fun, an injection of random audio in the heart of the system. Every time I turn it on, something else comes out – pirate dubstep stations, Turkish music, news reports and Bryan Adams. You can filter it, sequence it, use it as a noise source, or let it modulate oscillators or open filters. Listen:
Radio sequencer 2 by MusicThing
Photos of the module:
Reading ListGreat online resources for learning about modular synths and the first golden age of experimental electronic music include:
Ubuweb’s electronic music resources section
Also at Ubuweb, several editions of Electronic Music Review, a beautifully-designed but short-lived journal boasting Robert Moog as Technical Editor.
The Red Bull Music Academy includes long, detailed interviews with Don Buchla, Tom Oberheim, Peter Zinovieff of EMS, Robert Moog and Morton Subotnik.
Synapse magazine was a mid-70s journal of electronic music, where you’d find DIY projects from people like Serge Tcherepnin
Vasulka is a huge and rather poorly-organised archive of documents, interviews and transcripts, containing some gems.
Source Magazine was, back in California in 1967, a plush avant-garde journal. Many editions came with 10″ vinyl records, pages printed on transparencies or fur. John Cage was a guest editor, and the magazine carried experimental scores from composers like Steve Reich. Original copies sell for $500+, but the articles and scores have been collected in a book:
Source: Music of the Avant-garde, 1966-1973 [Amazon]
Tom is already on to the next build since he finished up the radio sequencer. This time, it’s a shift register sequencer. A what?
A 16-step random sequencer, something between the Wiard Noise Ring, the CGS Gated Comparator and Nav’s BITSY.
It takes random noise to fill up 4 x 4 step 4015 shift registers, shifted by a clock input. The shift registers are looped – either after 8 or 16 steps. 8 of the steps are fed into a DAC0800 analog/digital converter, which produces a 0-8 volt output.
See also the prototype:
TweetElectronic music making has had several major epochs. There was the rise of the hardware synth, first with modular patch cords and later streamlined into encapsulated controls, in the form of knobs and switches. There was the digital synth, in code and graphical patches. And there was the two-dimensional user interface.
We may be on the cusp of a new age: the three-dimensional paradigm for music making.
AudioGL, a spectacularly-ambitious project by Toronto-based engineer and musician Jonathan Heppner, is one step closer to reality. Three years in the making, the tool is already surprisingly mature. And a crowd-sourced funding campaign promises to bring beta releases as soon as this summer. In the demo video above, you can see an overview of some of its broad capabilities:
All of this is presented in a mind-boggling visual display, resembling nothing more than constellations of stars.
Is it just me, or does this make anyone else want to somehow combine modular synthesis with a space strategy sim like Galactic Civilizations? Then again, that might cause some sort of nerd singularity that would tear apart the fabric of the space-time continuum – or at least ensure we never have any normal human relationships again.
Anyway, the vitals:
I like this quote:
Some things which have influenced the design of AudioGL:
Catia – Dassault Systèmes
AutoCAD – Autodesk
Cubase – Steinberg
Nord Modular – Clavia
The Demoscene
Indeed. And with computer software now reaching a high degree of maturity, such mash-ups could open new worlds.
Learn about the project, and contribute by the 23rd of March via the (excellent) IndieGogo:
TweetFor the last few decades, generally speaking, we’ve had computers, and we’ve had physical, modular, analog gear. Computers are endlessly patchable, but not using physical cords. Modulars use physical cords, but they lack the flexibility (and affordability) of a computer.
Now, US$25 and an Arduino can change that.
rePatcher is a simple, tangible modular interface for computers. It could work with any software, but right out of the gate it already works with two popular (virtual) patching environments, Max/MSP and the free and open source Pure Data (Pd). You use physical patch cords to make connections, and those connections are reflected in the patch you see on the screen. The patch cords are coupled with requisite encoders for dialing in additional parameter changes. (Reason comes up as a possible candidate for additional compatibility, which would, of course, be really sweet.)
rePatcher is built as a shield for Arduino, so you’ll need one of those, but that still keeps the price low enough to say I absolutely have to have one of these right now.
It’s not the first attempt to do something like this, but it might be the most accessible and affordable – and interesting. And while those cute little patch cords are fun, there’s nothing stopping someone from building on this idea and going to bigger cords and something more extensive than this 6×6 matrix.
Best of all: the magic happens entirely over USB, so if you want to make this work with something else – say, your favorite VJ software – you can do so with anything that can communicate over serial.
More information:
http://www.openmusiclabs.com/projects/repatcher/
The evolution of what we now call “DJing” is inseparable from the turntables and mixer. So, what happens when you enter the digital domain and you really don’t need to refer to either device? Many digital DJ controllers have simply mimicked those previous inventions, with virtual tables and a mixer-style layout. To some extent, they must, not only for familiarity but to even make it possible to perform the kind of tasks DJs expect.
Then again, the computer, endless shapeshifter that it is, can do whatever you like. And so we’re beginning to see mass-market controllers marketed at DJs – not just the laptop performer, but DJs and DJ software – that goes in new directions.
Novation Twitch is one such effort. New Yorker Abe Duque takes up the Road Test series for Dubspot. I rather enjoy the lo-fi video as he flies New York to Munich; I could almost imagine the entire video being shot that way. (There you go, CDMers: I now have no excuse not to shoot some video tests for y’all on my smartphone.) And, uh, yeah, been there. Maybe the most ringing endorsement for the Twitch is how snugly it fits into the carry-on bag. I’m pretty sure that’s one of the superb UDG Gear line carrying both his laptop and Twitch.
Getting down to the actual review, Abe Duque – whatever impatient YouTubers may say in comments – does a fine job of coherently covering all of the features fairly and in detail.
Highlights:
You begin to see how a Twitch performance would come together, with two-deck slicing and dicing and effects controls. Of course, that could be accomplished with other means, but the Twitch embodies a lot of what we’ve seen in the DIY scene and homebrewed controllers, assembling a layout that conceptually reflects all of this track-mangling in the hardware’s physical form. In fact, it’s hard not to think that that scene influenced the Twitch.
This kind of track manipulation was common both with the Akai MPC and Ableton Live. Curiously, the design of the Akai APC40 for Live really doesn’t make that sort of performance very easy, focusing instead on clip launching and mixing.
In practice, Twitch looks promising. It does face a lot of competition. For Serato alone, there are various controller options, and Serato loyalists can expect this and other control surfaces to cater to their needs. The big entry we know is on the horizon is Native Instruments’ upcoming controller and software – something the company has already revealed in some detail prior to its official release. In fact, it’ll be tough to judge Twitch without having seen in person whatever NI has cooked up, as it appears their offering could focus even more closely on the sample triggering / looping notion, again within a DJ paradigm (Traktor).
DIYers, many carrying the banner of “controllerist,” have been pushing DJing in this direction for some time, and back to its original roots, DJing has embraced more inventive ways of really transforming tracks and not just playing them. Now, as those ideas seep into the mainstream, we’ll see if the line between DJing in the sense of playing tracks – and live performance, more as you’d expect in the instrumental vein – continues to blur.
Dubspot Lab Report: Novation TWITCH DJ Controller – Road Test w/ Abe Duque
Oh, yeah, and for something completely different DJ controller-wise, see Dubspot’s take on the compact Allen & Heath Xone: K2.
TweetYou might not expect a handheld game console, the gadget kids use to play Pokemon, to prove much worth as a musical instrument. But even in the age of readily-available computer plug-ins and iPhone apps, the DS holds its own. In the hands of two sets of artists, we find music that stands alone, independent of the gimmick of the device on which it was made. For these artists, the limitations of a fold-up touchscreen – entirely independent of doubling as a phone, or a computer, or a Facebook-browsing engine, or a powerful 64-bit DAW – apparently prove enticing. Beginning with Korg’s DS-10 cartridge, they use a stylus-operated software synth with its own unique character.
On some level, I almost hesitate to wax poetic about the fact that these were made with a Nintendo DS at all, because what these are, really, is love letters to synthesis.
And as it happens, both are available as free downloads from Bandcamp.
First up: AuxPulse is the duo of Rutger Muller and Michael Vultoo, based in Amsterdam and Kockengen, Netherlands, respectively. Late last year, they debuted their first album at Amsterdam’s prestgious Stedelijk Museum of modern art, playing a big set (two and a half hours) on small devices. Primarily employing the Nintendo DS, they nonetheless produce sounds that are rich and layered, sometimes even tending to the ambient exploration, not just the rawer chip-music sounds regularly associated with Nintendo handhelds.
Their music is trippy but danceable, unapologetically electronic, fully exploiting the DS-10′s idiosyncratic sonic character, one that’s slightly lower-fidelity than many soft synths (or even iPhone apps), without being “chippy” in the sense of retro devices. Dark textures collide with precise, clockwork rhythms, in sounds that sometimes tend to acid techno and sci fi game realms. (Lo-acid-fi, anyone?)
As you watch them live, you also see the value of the interface compositionally, both in terms of its pattern banks and its more conventional synth controls, all manipulated with the added precision of a stylus.
As they put it:
We aim to bring experimentation back to the dancefloor by expressing a psychedelic atmosphere through the use of a variety of rhythms and moods. Some of our inspirations are analogue synthesizers, acid, IDM, hardcore, gabber, ambient and oldschool electro.
Right now we mainly use the KORG DS-10 synthesizer for Nintendo DS to compose and improvise our music. When playing live we fuck with the synths as much as we can, trying to surprise ourselves with new sounds.
Our first album was recently released in Stedelijk Museum Amsterdam! Now we perform regularly, trying to open up some minds and move some feet.
The album, on Bandcamp:
Dream Stages by AuxPulse
And on SoundCloud:
Dream Stages (FREE ALBUM!) by AuxPulse
Bonus: an interview with them (in Dutch, naturally)
In a very different direction, Princeton, New Jersey-based DJ and producer Christian Montoya (love and tonic records) produces music on the DS-10 that’s drier and more exposed, as he programs intricate bass music on the unprocessed Nintendo cart. Christian works as a game designer by day, and channels some of the DS-10′s game music and so-called “chip music” heritage. The results, though, are a perfect marriage of game chip-waveform rawness, nude bass and synth and percussion sounds, and carefully-concocted grooves. For anyone concerned that game systems could hinder moving your butt out of the seat, this album is required listening. It’s utterly stripped-bare dance goodness – and it turns out the DS bass sounds fantastic.
Grab the record for free:
DS-10 users, got any tips for us on getting the most out of a Nintendo handheld and this KORG synth? Let us know.
Also, from comments but worth pointing out, Rutger directs us to good resources for getting the most out of DS-10:
If you’re interested in making DS-10 music you can check out http://www.ds10forum.com
I (Rutger, DS-10 Dominator, 1/2 of AuxPulse) run it with Harley (http://harleylikesmusic.com, superb DS-10 composer!) and we try to help out beginner’s and advanced users as much as we can.
TweetRenoise’s scripting interface is something special, allowing people to build anything they imagine in a way that’s directly integrated with this production studio – no add-ons required. But whether or not you yourself want to code, that also means access to the imagination of the Renoise user base. And one of the most impressive shows so far is an ambitious process to duplicate Ableton Live’s mixer and clip launching interface inside Renoise. We first saw that effort at the end of the year, but it’s now about to reach a whole new level.
Now, in fairness, part of why people like me would like to see people use something other than Ableton Live onstage is to see different performance modes on laptops. And this absolutely doesn’t do that – you’ll see that the interface is more or less a clone of Live. (And I’ve been known to be critical of such interface cloning.) But there are two advantages. One is, doing this in a script in another host is a fascinating exercise in learning how to maximize the potential of Renoise’s scripting, one that could lead to other things. The other is, it’s possible that the familiarity of environments that work like the Live Session View could help performers ease into new ways of working with Renoise – without having to make the leap all at once. Renoise itself offers a very different way of working, built on tools of yore – basically, an alternative music-making path in software design entitled trackers. Like being able to go for a burger, fries, and ketchup in a foreign town, the availability of Cells could help those foreign to the tool moonlight between Ableton and Renoise in their work.
If nothing else, it’s something of an engineering triumph that this works at all.
In version 2.0, now in beta, a complete rewrite of the code vastly expands what’s possible with Cells. CDM readers took a lot of interest in this development when we covered it last, so it’s great to see what may be possible as the code matures.
And in some critical respects, Cells now does things in an integrated fashion that aren’t in Ableton Live. Pattern riffs, built on Renoise’s unique instrument paradigm, encapsulate samples and sample mappings together with your patterns. Bi-directional controller support, while eventually grafted atop Ableton (particularly for certain supported controllers), is part of the framework. There’s also integrated network sync support inside the tool, all implemented atop OSC; it’s still in beta, but shows lots of potential. (That’s possible in Ableton using existing MIDI and network tools, but seeing the server inside the tool is impressive.) And these are the kind of areas where it’s hopeful we’ll see new ideas in Ableton and rivals alike – another reason choice is a good thing.
From the forum post, forwarded to CDM by the creator:
Cells! 2.0 is a complete rewrite of Cells! 0.9. This has been based upon further code experimentation and user feedback. However, due to the improved approach and cleaner code, it has been possible to add many more features.
Thanks to Void Pointer (http://soundcloud.com/void-pointer) for kindly supplying the samples used in the demo video.
Realtime ‘Granular’ Timestretch
Cells! 2.0 allows realtime timestretch in a ‘granular style’. This allows full independant control of both tempo and pitch while still keeping playback syncronised to the beat. Granular timestretch applies to samples which have both a beat sync value and autoseek enabled but beat sync is disabled.
Realtime ‘Slice Based’ Timestretch
Similar to the ‘granular’ timestretch, Cells! 2.0 adds support for sliced loops with independant tempo and pitch control. Each slice will be played back at the correct time to maintain the overall tempo of the entire loop. Slice-stretch applies to samples which are sliced. The length of the cell is assigned through the beat-sync value.
Pattern ‘Riff’ Storage and Playback
Cells! 2.0 allows you to quickly save individual pattern tracks as riffs for use live in Cells!. The riffs are stored in compressed format within the instrument itself, so you can quickly and easily save all samples, sample mappings and riffs self-contained within a single XRNI file. Note that any Renoise instrument is be supported. This means you should be able to send note riffs to external instruments or VSTi’s.
Live Jamming Mode
For specific types of samples, Cells! 2.0 allows real-time ‘live jamming’ playback mode. Play your samples directly with either the mouse or a physical controller for improvising over your mixes to add that extra sparkle. Individual slices from sliced loops and plain one-shot samples can be played in ‘live jamming’ mode.
Bidirectional Controller Support
Cells! 2.0 now has its own native controller framework. This allows full bidirectional support for supported hardware controllers. Livid Instruments Ohm64 and Novation Launchpad (beta) are available with the inital release. If you would like further support for any additional controllers, feel free to either send them to me for development or contact me directly to work together and implement support.
MultiFX
Cells! 2.0 incorporates a simple ‘DJ style’ effects processor into the main UI. Effects supported are a low-pass filter, beat repeat, delay and phaser. All effects are controlled through simple common amount and rate controls. All time based effects are syncronised to the beat.
Sample Preparation Tools
Cells! 2.0 incorporates simple methods to quickly create and prepare samples for use. Both the sample editor and the sample list box contain a ‘Cells! menu’ from which the sample can easily assigned to a specific playback mode and length. A ‘sample report’ feature is also available which allows you to quickly identify how the selected sample
will play within Cells! 2.0.
Additionally, Cells! 2.0 allows quick rendering of either entire patterns or specific tracks within patterns from your existing songs. Only the instrument of the first note within the pattern track will be saved. It will automatically assign the correct beat sync values even if the original song is not written at 4 LPB. All rendered samples will be contained within an ‘Unsorted Cells! Renders’ instrument within the song to easily allow saving of all samples to disk. This menu is present in the pattern editor context menu.
Multiplayer Networking (beta)
Cells! 2.0 has built in support for up to four machines to link together over a lan (via OSC) and keep in sync. Make huge mixes across multiple machines or get some friends around and all play together. Setup network connections on the master and ensure Renoise OSC servers are running on all machines.
Minor improvements
- Variable channels from 4 to 16.
- Variable cells per channel from 4 to 16.
- Variable cell height and width (for touch screen usage).
- Automatic sample selection option (for waveform view in the sample editor).
- Safe cueing option to automatically mute cue output if set to the
same as the main audio output.
- Single output mode (splits the audio so master output on one
channel and cue output on the other).
- Slightly tweaked user interface to cater for the additional features.
- Better audio routing (A/B crossfader or crossfader bypass (M))
- Various other optimisations (too many to list)
Downloads
Download the updated 2.0 beta manual here (http://www.box.com/s/evt2vnpb51hzj6kic1zg). The XRNX tool will is attached to [the forum] post. Please ensure you read the manual, most questions will probably be answered within. Cells! 2.0 Beta requires Renoise 2.8 beta 7.
Download and forum post:
http://www.renoise.com/board/index.php?/topic/33947-cells-20-for-renoise-28-beta/
Let us know if you put this to use; we’d love to hear how it works (particularly network-synced jams). And, hey, there’s nothing stopping you from using this alongside a machine running Ableton Live – even on a Linux laptop.
TweetDesign, and investigation in general, thrive on a challenge. So Bastus Trump, working with none other than Monolake co-founder and Ableton imagineer Robert Henke, took on the call to make the blank glass of an iPad behave more as an instrument might. The results, filling that screen with overlapping circles, are impressive, exploiting continuous touch movements to make pitch gestures that are more difficult on a piano-style keyboard. But it’s even nicer to see digital fuse with analog and timbral transformation as the app, Orphion, meets the more traditional Moog Moogerfooger effects.
Bastus writes CDM:
[Orphion's] interface was developed especially for a touch screen and allows very expressive — and also virtuosic — playing. You can choose between different layouts of tonally-tuned pads, which sound differently depending on the finger position when played, and can be modulated by further movements. The sound and the means of interaction is a mixture of string and percussion instruments and reaches from soft to plucked to a hard slap.
The concept of the Orphion results from my master thesis at UdK Berlin supervised by Robert Henke (aka monolake). The topic was to develop an interface for multi-touch screens that allows a maximum of expression.
So, you can see a quick demo of how it’s played. But just how would this fit into your studio? For the answer to that question, we turn to our friend Chris Stack and his excellent Experimental Synth series.
In this episode:
Playing the Orphion iPad app through a Moog MF-102 Ring Modulator and MF-104Z Analog Delay. Moogerfooger parameters are controlled with the Moog Voyager Touch Surface CV outputs.
Thanks for the great work, Bastus. We’ll be watching.
iPad only; download the app or provide your own review on our exclusive Apps section:
http://apps.createdigitalmusic.com/apps/orphion
[Oh, yeah. About that. Announcement coming shortly. Consider yourself with the scoop by virtue of having read to the end of this article.]
TweetIn an explosion of color, buttons, keys, velcro, and fur, and coupled with a cyborg-chic eyepiece, the VoltAxe is controllerism gone Mad Max, a post-acocalyptic keytar bred from salvaged parts. And if you want to make a unique construction of your own, creator Julie Covello – aka New York’s DJ Shakey – is willing to tell all her secrets, as well as why this was important to her music.
In modeling (the basement hobby variety, not the skinny fashionista one), “kitbashing” is the act of combining bits of multiple kits to produce one finished whole. Some custom new controllers are following a similar route, taking the best bits of, say, a keyboard and a Novation Launchpad, and going a bit nuts. Julie’s work deserves special mention not only because it takes that technique to an extreme, but it couples it with a heads-up, hands-free video display to keep feedback from the computer visible without being a distraction.
Julie tells us all the details:
The VoltAxe controller was created as part of my artist-in-residency at the Clocktower Gallery in New York City, made possible with support from the Jerome Foundation. I named my residency “Dj Shakey’s Audio Control Adventure” and wrote a pseudo-blog on Facebook.
To me, exploring Controllerism means trying to make my performance easier, more creative, and more dynamic. I did quite a bit of general research during this project, but with the performance controller, I focused on making a system that allowed me to walk around, not look at the controller, not look at my laptop (remove the barrier between
me and the audience and / or my bandmates), and have maximum flexibility and spontaneity with the sounds I was manipulating.
I had about 5 weeks to work, and I wanted a finished product that I could perform with, so I followed up on simpler solutions and left the hardcore hacking and studying for another time. I was also planning a huge finale party with 23 music and projection artists performing in multiple rooms, so that was on my plate as well.
Here’s a description of the final controller system…
I use Ableton Live — the way I perform, I want to see the laptop screen so I can pick clips at random to suit my mood. I don’t want to memorize my set and I don’t want to stare at my laptop screen either, so the solution was creating an eyepiece that shows my laptop screen within it. To build this I got help from VJ DoctorMojo aka Mark Alan
Johnson of Mojo Video Tech, Inc.. We experimented with a number of hacks, repurposing components extracted from the viewfinders of old camcorders. These experiments yeilded a number of functional miniature low-voltage displays, however these units were all black-and-white and a color image was what I needed. Very long story short, the final solution was to buy a pair of Vuzix
personal video glasses (US$250), flip them upside down and attach ONE screen to a regular pair of glasses so that only one of my eyes is looking at the screen and the other eye is looking out into the world. What I see with both eyes open is my laptop screen floating in the air on top of what I normally see. It’s amazing how easy this is to use!
There was more to do to make this work:
1. I had to run the output of my computer to a scan converter ($100) about the size of a cigarette pack and then run a wire to the little box that manages the glasses, adapters and cables were required.
2. I had to power the glasses, so that meant making the power cable about 10 feet longer so it could be plugged in while I walked around.
3. The image in the glasses was upside-down, since the unit was mounted upside-down (to avoid my nose!), so I rotated it 180 degrees via my Mac OS preferences.
4. The cursor size was too small, so I enlarged it with the Mac’s “Universal Access” preferences.
5. The image of my laptop screen was pretty low resolution, so low that I couldnt read any of the clip names, I referred to the Universal Access preferences to determine key commands for zoom in and zoom out and then programmed
my mouse keys to do the shortcut keys for these functions. Zoom out and I can see levels and stuff; zoom in and I can read type. I also fooled around with the screen resolution so it would be as clear as possible.
Speaking of the mouse, I did more research on the mouse than anything else! I wanted to attach it to my controller, which I was planning on hanging over my shoulders like a keytar. It had to have basic mouse functions AND I wanted buttons that could be programmed to do a series of keystrokes with one touch. There were some pretty cool mice on websites for the handicapped, but they were either absurdly expensive or they didn’t have all the functionality I wanted. I ended up using the one I had on my desk, the Kensington Expert Pro Turbo Trackball. I’ve had several over the years and I love them. They don’t make them any more, so they are hard to get and costly. (US$150 – 300) Also, the trackball is not secured in the socket. I basically just duct-taped this to my controller backing, and secured the trackball (with help from Mojo) with a piece of silver solder and a rubber band so it could move freely but securely. The mouse comes with programming software and I programmed the buttons to do — whatever I wanted!
The controller backing is 3/4 foam board ($5). I need this thing to be light! It is solid and doesn’t flex at all. I attached a number of controllers to this backing, a Novation Launchpad (triggering clips, punching clips in and out), Korg nanoPAD 2 (fx, samples), Korg nanoKONTROL 2 (mixing, fx), and two Vmeters (fx). I also messed around with a Keith McMillen Softstep foot controller which I like a lot and am still incorporating into the set-up. All of these run into a “Plugable”[-brand] 10-input powered USB hub on the back of the unit. I had to add a 12-foot usb extension to reach my laptop, as well as extending the power brick cable. All these long cables were bound into a single cable sleeve running to the laptop and power strip.
A controllerist on the roof … sounds crazy, no? Trying to scratch out a pleasant, simple tune without breaking her neck looking at her laptop. It isn’t easy. You might ask, why do we stay up there? Are we checking our email? That I can answer in a single word: improvisation! Photo by Nina Mouritzen; courtesy Julie Covello/Shakey.In an effort to use the controllers without looking at them, I added textures to many of the keys so I could find them by touch (velcro, rubber, fur). I covered up the keys that I had no plan to use so I wouldn’t hit them by accident. I divided the Launchpad up into 4×4 quandrants with miniature wire and ductape ridges. I’m still adapting to this set-up.
After the whole thing was put together, I hung it from a strap I grabbed off a gear case I had in the room. It took some trial and error to determine where to place the ends of the straps on the controller so that it would hang properly and my hands reached all the controls comfortably. I spent some time with the prototype attaching and re-attaching items until everything was in the right place before cutting out the foam board into the final shape. At this time, everything is attached with checkered duct tape from Home Depot; soon I will upgrade this to velcro (but keep the checkers as
decoration!).
The VoltAxe was ready to test play at midnight the day before the huge event where I was going to perform! Thanks to
Moldover and Mojo, who were with me doing ongoing troubleshooting, configuring went quickly and I was able to rehearse for a few hours and pull it together just in time! At the show, everything went as planned and I couldn’t have been happier – it was
so much fun! I can’t wait to evolve this set-up! My next move is to make it mobile and take it to the subway station to do some busking.
More information:
DJ Shakey : Clocktower Artist-In-Residency [as written up by the video whiz behind the project, Mojo]
Radio interview, talking DJing, “controllerism,” producing, and complete with remixes and original music from Shakey:
DJ Culture: DJ Shakey, The Illustrated Interview
If you like the project and want to see it developed more, you can also vote for it on Artists Wanted
Here’s a track with the controller in action:
Minor schwing by FreebassBK
Thanks, Julie!
TweetTurning music and sound into three-dimensional worlds often yields something that fields like a trip through space. But this feels like a real trip. Through pulsing, glowing starfields, “Versum”‘s audiovisual movements are brain-bendingly transformative. Artist Tarik Barri has created an integrated world of sound and image that makes the interface and the compositional realms seamless. It seems as though this really is a musical universe, through whose harmonies of the spheres you can fly like. Boldly going, indeed.
Ingredients: Max/MSP/Jitter, Processing, Java, SuperCollider, GLSL [the 3D shading language], and … some serious skill and time, I imagine.
The work has been in development for some years (not surprisingly, given the results). But it surfaced again as we brought up the 3Dconnexion SpaceNavigator hardware as a practical controller for 3D. See Create Digital Motion:
Look at Me, I’m Flying: SpaceNavigator Hardware + Blender
Tarik’s work resurfaced after a presentation in the UK. Reader janklug writes:
I’m just back from the M4_u Max/MSP/Jitter conference in Leicester (was great, btw), where Tarik Barri presented his project ‘Versum’, both as an installation and as a performance.
The user (and in case of the performance, Tarik) navigates through this incredible 3D-space-sequencer-universum with the help of a SpaceNavigator; glowing objects floating in this space produce sound, and as you approach them, they even give this nice doppler effect…
It was totally amazing to be able to float between pulsing rhythm-planet-objects and shiny drone-beams; navigation was easy and natural. Tarik uses a combination of Processing and Max/MSP; don’t know which one the SpaceNavigator is connected to.
Having tried this, I immediately ordered one; I think it also could be a great interface for M4L…
More information:
http://tarikbarri.nl/projects/versum
PDF documentation [2009]
Significantly, it’s really the act of flying that controls the music. That remains interactive, but it’s the movement through the three-dimensional space that determines what you hear. As the artist explains:
This virtual world is seen and heard from the viewpoint of a moving virtual camera with virtual microphones attached. This camera, controlled in realtime by means of a joystick (or any other kind of controller) moves through space, similar to how first person shooter games work. Within this space, I place objects that can be both seen and heard, and like in reality, the closer the camera is to them, the louder you hear them. So when the camera moves past several visual objects, you simultaneously hear several sounds fading in and out. Consequently, the way the camera travels past them actually causes melodies and compositional structures to be seen and heard.
The visual position of each object coincides with the panning of its sound: objects to the right of the camera will also be heard on the right, and those behind the camera will be heard from behind in case a surround speaker setup is used. This principle also applies to the Z-axis, meaning that sounds can be heard coming from above and below if the speaker setup supports it.
That’s the essential question, to me, when looking at 3D environments for music. What about the dimensionality will interact with the music? Is it something spatial, or will there be other sorts of interactions? (New Zealander-turned-Berliner Julian Oliver worked extensively with game engines, for instance. One solution for him was modifying the “gun” in those games to be an implement for doing things in the space, turning swords into plowshares after a fact by making the gun produce music rather than kill virtual entities.)
So, now you’ve seen some of the technical demonstration. But Tarik uses his work as an environment in which to make audiovisual performances. Here’s what some actual live playing looks like, in a beautiful, meditative piece called “Eleven”:
In fact, the biggest challenge to me of a piece this awesome is that you want an immersive environment, not just the small, rectangular screens that are often all festivals and venues can afford.
Holodeck, anyone?
More:
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