Punched-Hole Tunes: Ritornell’s Musicbox Business Cards, as Delicate and Magical as the Music

Delivered... Peter Kirn | Artists,Scene | Fri 4 Nov 2011 6:07 pm

Experimenting with twinkling timbres made both by acoustic and electronic means, the music of Ritornell (the duo of composer Dr. Richard Eigner and pianist Roman Gerold, Austria) is effortlessly expressive and spontaneous. Little wonder that that spirit could translate even to a small object.

Designer Katharina Hölzl made business cards into both a signature identity for Ritornell and a physical manifestation of how they play their music. They’re not just a physical gimmick, though: audiences get to participate with music making in the production of live, performative loops. (Sadly, no site for Katharina – you just have to get hold of one of her designs!)

Description of the project:

Ritornell’s business cards are inspired by the project’s live show. The improvised concerts evoke a lively atmosphere by the combination of filigree electronics with playful timbres of diverse acoustic instruments and utensils such as egg whisks, toilet brushes, chopsticks or sewing needles. As an integral part of their set list, Ritornell invites the audience to bring along their private musicboxes. Arranged in a big circle, the players’ speed of turning levers is conducted: the results are as shimmering as you would expect.

Katharina Hölzl designed very special business cards to recreate this playful sonic universe. With the aid of laser assisted milling, nine micro compositions consisting of circles, triangles and Ritornell’s contact information were applied onto a long musicbox paper stripe. Before handing out the cards to interested adressees, each individual subdivision is played back via an especially designed musical box – thus providing every business card receiver with a tailor made musical experience.

More information on the project:
Ritornell for Musicbox

Punched cards of this kind of a profound relationship to generative music and computer music. For its part, the very genesis of the computer comes from punched cards: the punched cards in early mechanical looms used for textiles would inspire Charles Babbage. It’s possible that Max Mathews’ first digital audio, and other computer music that employed punched cards, would not have done so without the precedent of the textile industry.

And, of course, the music box and player piano also owe their genesis to punched cards, and thus the pre-digital mechanical reproduction of music. In an era before MIDI, composer Conlon Nancarrow made his own piano rolls, punched to his custom specifications, to play parts that would otherwise be impossible – before complex, glitchy, tracker-made electronic music. (Kyle Gann has a great piece on Nancarrow.) Those piano rolls have echoes in the interactive work of digital artist Toshio Iwai, and in the mechanical, push-button simplicity of the falling tracks of gems in music games from developers like Harmonix. By adding hand-cranked audience participation, though, Ritornell brings the mechanism into the realm of jazz.

And speaking of jazz influence, it’s well worth looking at the rest of the music of Ritornell.

Ritornell, the duo. Photo by Mirjam Unger, courtesy Ritornell.

As glowing ambient worlds cross paths with cooly-casual jazz, Ritornell’s music is to me endlessly evocative. Jazz gesture and good humor merge with waves of richly-imagined sonic textures. It’s music that’s both cinematic and improvisatory, dreamlike but well worth repeated listens. (I find it quite hard not to put it on loop, with warm swells of timbre against percussive rhythms, it fits perfectly with the deep mustard and gold hues of the last wave of autumn leaves in November.)

With the slightly-distant allure of Vienna-based vocalist Mimu added to the mix, the music is a kind of ambient pop reverie.

Don’t miss the music videos, shot seemingly through a thick, warm mist. And check out the rest of the music on the site. I hope we hear more from these folks.

Listening:
Golden Solitude, an eclectic, jazz-inflected sonic journey of an LP

Full discography

Richard Eigner also did drums on “German Haircut” for Flying Lotus’ epic Cosmogramma

http://www.ritornell.at/

Versatile vocalist Mimu, right, as Richard looks on. Photo: Nina Divitschek.

Studio photos, Clemens Fantur.

Punched-Hole Tunes: Ritornell’s Musicbox Business Cards, as Delicate and Magical as the Music

Delivered... Peter Kirn | Artists,Scene | Fri 4 Nov 2011 6:07 pm

Experimenting with twinkling timbres made both by acoustic and electronic means, the music of Ritornell (the duo of composer Dr. Richard Eigner and pianist Roman Gerold, Austria) is effortlessly expressive and spontaneous. Little wonder that that spirit could translate even to a small object.

Designer Katharina Hölzl made business cards into both a signature identity for Ritornell and a physical manifestation of how they play their music. They’re not just a physical gimmick, though: audiences get to participate with music making in the production of live, performative loops. (Sadly, no site for Katharina – you just have to get hold of one of her designs!)

Description of the project:

Ritornell’s business cards are inspired by the project’s live show. The improvised concerts evoke a lively atmosphere by the combination of filigree electronics with playful timbres of diverse acoustic instruments and utensils such as egg whisks, toilet brushes, chopsticks or sewing needles. As an integral part of their set list, Ritornell invites the audience to bring along their private musicboxes. Arranged in a big circle, the players’ speed of turning levers is conducted: the results are as shimmering as you would expect.

Katharina Hölzl designed very special business cards to recreate this playful sonic universe. With the aid of laser assisted milling, nine micro compositions consisting of circles, triangles and Ritornell’s contact information were applied onto a long musicbox paper stripe. Before handing out the cards to interested adressees, each individual subdivision is played back via an especially designed musical box – thus providing every business card receiver with a tailor made musical experience.

More information on the project:
Ritornell for Musicbox

Punched cards of this kind of a profound relationship to generative music and computer music. For its part, the very genesis of the computer comes from punched cards: the punched cards in early mechanical looms used for textiles would inspire Charles Babbage. It’s possible that Max Mathews’ first digital audio, and other computer music that employed punched cards, would not have done so without the precedent of the textile industry.

And, of course, the music box and player piano also owe their genesis to punched cards, and thus the pre-digital mechanical reproduction of music. In an era before MIDI, composer Conlon Nancarrow made his own piano rolls, punched to his custom specifications, to play parts that would otherwise be impossible – before complex, glitchy, tracker-made electronic music. (Kyle Gann has a great piece on Nancarrow.) Those piano rolls have echoes in the interactive work of digital artist Toshio Iwai, and in the mechanical, push-button simplicity of the falling tracks of gems in music games from developers like Harmonix. By adding hand-cranked audience participation, though, Ritornell brings the mechanism into the realm of jazz.

And speaking of jazz influence, it’s well worth looking at the rest of the music of Ritornell.

Ritornell, the duo. Photo by Mirjam Unger, courtesy Ritornell.

As glowing ambient worlds cross paths with cooly-casual jazz, Ritornell’s music is to me endlessly evocative. Jazz gesture and good humor merge with waves of richly-imagined sonic textures. It’s music that’s both cinematic and improvisatory, dreamlike but well worth repeated listens. (I find it quite hard not to put it on loop, with warm swells of timbre against percussive rhythms, it fits perfectly with the deep mustard and gold hues of the last wave of autumn leaves in November.)

With the slightly-distant allure of Vienna-based vocalist Mimu added to the mix, the music is a kind of ambient pop reverie.

Don’t miss the music videos, shot seemingly through a thick, warm mist. And check out the rest of the music on the site. I hope we hear more from these folks.

Listening:
Golden Solitude, an eclectic, jazz-inflected sonic journey of an LP

Full discography

Richard Eigner also did drums on “German Haircut” for Flying Lotus’ epic Cosmogramma

http://www.ritornell.at/

Versatile vocalist Mimu, right, as Richard looks on. Photo: Nina Divitschek.

Studio photos, Clemens Fantur.

Open Source Music Hardware: Got Gear? Fill Out Our Survey as We Look at the Landscape

Delivered... Peter Kirn | Events,Scene | Wed 2 Nov 2011 1:44 pm

If you do want to get religious about this, you may want to wear this around your neck: Open Source Hardware logo as jewelry! Photo (CC-BY-SA) MAKE’s Becky Stern.

We’ve followed open source hardware – and generally hardware that is more open to user customization and modification – on this site since the beginning. As I prepare for a talk on the MeeBlip at Berlin’s Create Art & Technology Conference, though, I think it’s time to do a proper survey of the hardware that’s out there.

The ability to modify music gear is something that’s important to a lot of people as musicians. It means the ability to learn how the technology we use works, and therefore to have a deeper musical and compositional understanding of it. And it can mean the ability to make music hardware more expressive of your sonic imagination and creative ideas. Finally, it adds an additional avenue through which you can share your understanding and use and modification of musical instruments with other people.

Explanation below, or just skip to the survey, or live event in Berlin.

A Spectrum of “Open” in Music Gear

Even proprietary hardware can become more “open” in the general sense. In the early days of synths, it was commonplace to include detailed specifications and even circuit diagrams. That arguably furthered the evolution of music gear, as knowledge was shared, and it certainly allowed more advanced users to better understand how that gear worked. We’ve seen a subtle return to those days, with examples like Korg’s Monotron and MonoTribe hardware, for which the company released schematics.

The viral, revolutionary spread of the monome design owes in part a community built around modification, access to critical schematics, and some open sourced software which the community took and modified. The monome, however, focuses on a fully open-source protocol and availability to schematics. Those schematics are not free for use in your own creations, which has sometimes caused friction as makers sell modified or homebrewed variants of the monome. On the other hand, many in the monome community value the handcrafted original hardware and don’t particularly want “clones” and the like, and have found the available information more than enough to fuel their musical needs.

Open Source Hardware goes further, by placing everything under a license that makes it free for use. This would include the software (either running on the device, on an attached computer, or both), the schematics of the design, and even visual elements of the design, as well as the documentation. Projects that give their users the most freedom to work with any modifications they make also allow for unfettered commercial use; that is, you don’t have to worry if you sell a few, or even many, if you run afoul of the project’s original creators. Without going into the debate for or against such an approach, if this kind of sharing is your goal, then it follows it will important for you to make that freedom explicit. This sort of explicit use is also what is described in the Open Source Hardware definition, which our MeeBlip project has adopted because we feel the project and definition fit one another.

Note that there’s a very real debate about whether the ideals of free software are applicable to open source hardware. There’s no debating it’s an apples-to-oranges comparison: copying hardware means physically manufacturing something. (I’m surprised to see, in German, the use of the term Freie Hardware, which has generally been avoided in English. See also the Open Source Hardware and Design Alliance, which goes beyond some of these specific – and possibly not-really-applicable – licenses.)

I’ll say this: I think adding in the issues of economics, materials, sustainability, local manufacture, labor, distribution, and international trade make this question more compelling for discussion. It’s messier than software, yes – but given that all software relies on hardware on which to run, dealing with these messy and often demanding questions means engaging more of the many dimensions in which technology interacts with economics.

Resources:
Open Source Hardware (OSHW) definition / principles
Business models for Open Hardware
Amusingly, the MeeBlip continues flying under the radar as an open source hardware project, but once we actually get our shipping picture in place over the next couple of weeks, maybe we can work on that.

Let’s See the Gear!

But first, we just need to find out what’s out there. And that’s where you come in. If you’ve got a project, or use a project, or just know about a project, let us know. If it’s your own project – especially if you feel we’ve ignored you in the past (trust me, you don’t want to see my inbox or brain) – now’s your chance to tell us about it.

Because it’s the narrowest and most sharply-defined category, I’m most interested in those projects that fit the Open Source Hardware definition – not for philosophical reasons so much as taxonomic ones. But other projects are welcome, too; I’d like to hear about them.

About that MeeBlip…

And we’ll have the first of a series of updates on the MeeBlip project later this week. (The new SE and micro projects, and updated firmware, as well as vastly-expanded documentation, are all due soon, held up only by international shipping, weather, and illness challenges I’ll describe later.)

In the meantime, fire away.

Or Talk in Person!

If you’re in Berlin, this weekend join some terrific discussions on creativity, technology, and DIY, including my talk on the MeeBlip, lots of talks on hardware design and prototyping (including for beginners), and projects like the fantastic libmonome. And if you see me, say hi! (My talk is Sunday morning.)

http://createartandtechnology.de/

Survey

Direct link to Google Docs survey (login not required)

Handheld GarageBand: Apple’s Mobile Music Maker on iPhone, iPod touch

Delivered... Peter Kirn | Scene | Tue 1 Nov 2011 9:12 pm

Apple’s GarageBand music creation and amp simulation on iPad is now also on the company’s handhelds, with iPhone (3GS, 4, 4S) and iPod touch (3rd-generation and better) support. You only have to buy GarageBand once; the app runs on all those platforms, so if you had the iPad version and also own a compatible device, you can automagically add it.

The iPad is definitely the roomier device, so what can you do with the handheld?

  • Touch Instruments (pictured here) let you quickly tap out musical ideas.
  • Amp and stompbox models work. As I’ve said in the past, that makes the handhelds into usable practice amps or pocket-ready effects boxes.
  • Lay down multiple tracks (recording external audio one at a time), and edit in a simplified GarageBand track editor.
  • You can still exchange files – up to eight tracks of recorded or generated music – with GarageBand and Logic on your Mac. That makes this a usable pocket sketchpad.

In short, not only does your Mac have little to fear, the notion is that these handheld apps could actually give you added incentive to do production back on the desktop.

Also in this update are features that will be useful to the iPad version, too, but are clearly intended to make the palm-top edition more usable. “Smart Instruments” let you play along with chords – ideal if you can’t quite twist your fingers into strumming positions on your phone. And there’s a historical musical precedent for this, too: think autoharps and frets and capos, musical innovations intended to make playing an idea easier.

If you want a bit more sophistication, the instruments expand to provide features like glissando, Leslie simulation, tuners, and so on.

Our friend Jim Dalrymple of Apple-focused tech site The Loop spots other enhancements. If you discovered the previous version frustratingly didn’t let you change keys without transposing audio, or didn’t let you set 3/4 or 6/8 time signatures (“do I hear a waltz?”), those holes have been patched – useful in the iPad version, too. Also, you can export to AAC or uncompressed AIFF even without going via GarageBand or Logic, a helpful issue.

US$4.99 new, or free update for existing customers. (Fear not for starving programmers. It turns out that this “Apple” company also makes those “iPhone” and “Mac” things, too.)

But this is all feature talk. What’s impressive to me is the way Apple has boiled down the interface of GarageBand into a smaller space. What’s left is only what is strictly necessary – complete with some photo-realistic imagery, yes, true to Apple’s notion of polish and texture. It makes a stunningly clear and obvious interface design, and that to me is inspiring: not as something I hope other developers will copy, but the kind of clarity I hope they’ll find in their own voice. After all, GarageBand for iOS shares DNA with Logic, not just mobile apps, and therefore a far more complex heritage.

Playing the glass surface of your phone as a musical instrument is likely to be relatively limited – compare a tangible instrument, which feels fun to play. But as a sketchpad, and as a pocket reduction of other things, this has appeal.

Images courtesy Apple. (Check out high-resolution versions.)

Apple App Store Link

Insane: A Full-Sized Panzer Tank, Made a Modern Mobile Music Station and Art with Treads

Delivered... Peter Kirn | Artists,Scene | Mon 3 Oct 2011 11:50 pm

“Panzer” is beyond any mobile studio you’ve ever seen. It’s basically a tank with speakers and a cockpit containing beat-making gear. (Mackie mixer, Roland sampler, Akai MPC, Korg KAOSS, as near as I can see, plus … the machinery to drive the tank.)

From the description:

Minidumper, Holz, Stahl, Kunstharz, Glasfaser, Audioequipment, Sound
2011

And to make sure it’ll fit in your garage:
H 250 cm x L 350 cm x B 140 cm

Nik Nowak, born in Mainz and based here in Berlin, has a whole portfolio of re-imagined speakers and motorcycles and flames and I’m glad I’m not a curator or art critic because I would be tempted to use phrases like “installations made completely of awesome.”

Nik, if you’re out there, please tell me you still have this and can drive it out to an event. Otherwise, I’ll come to you. Just don’t shoot … or … boom or whatever.

I was going to add the images to this story, but I’m not sure I want to see a takedown notice from Nik. It might actually set me on fire.

Also, Alesis IO Dock: eat your heart out.

http://www.niknowak.de/
http://www.niknowak.de/images/panzer.htm

Musical Robots from Refuse, Pyrotechnic Dancers, and More Czech Wizardry: Stanley Povoda

Delivered... Peter Kirn | Artists,Scene | Mon 3 Oct 2011 3:27 pm

The very word “robot” comes from a Czech author, Karel Čapek and his 1920 sci fi theater work R.U.R.. In terms that resonate today, class, economics, and freedom play into that narrative, as Čapek introduced not only a word but the modern concept of android.

So, it’s fitting that the Czech Republic would be the scene for an artist carrying on the author’s legacy. Inventor Stanley Povoda doesn’t just imagine robots; he builds them and makes them into a musical band. Repurposing refuse, the robotic creations have eyes for knobs, and play percussion and other instruments. These are liberated robots, making music, not the oppressed, soon-to-revolt robots in R.U.R.

And yes, speaking of the Czech Republic, this is another case in which the once-unknown technological innovation and exploits are making themselves heard (literally) outside the nation’s borders. See, previously, the story that inspired this tip.

More importantly: dancers. On stilts. Shooting sparks and flame. This guy is a hell of an inventor. (See video, top.) Watch the interview below, then read lots more on his work in this article:

Stanely Povoda & His Robot Band [vivelesrobots-education.dk; site also in Czech]

And while I wish there were more documentation (time to hop Easyjet, perhaps), there are some short clips from his Prague kitchen:

Meet the Little-Known DIY Music Pioneer of the Czech Republic, Standa Filip

Delivered... Peter Kirn | Artists,Scene | Fri 30 Sep 2011 4:51 pm

From behind the long-gone, so-called “iron curtain,” nearly-lost musical innovation is beginning to become available. But perhaps more than any geo-political change, the power of an Internet-based community hungry to share knowledge is making national borders that once isolated information melt away.

Earlier this week, I shared reflections I wrote up for Amsterdam’s STEIM on the significant of DIY Music. But one group of artists, the Standuino team from Brno, Czech Republic, really exemplified that spirit. First off, their hardware is utterly brilliant and eminently practical, an Arduino-based platform on which they’ve made it easy to create and modify designs, and share useful tools like the sampler they demonstrated for us in Amsterdam. Secondly, they’re international – the performance brought together a Brazilian, Czech, and Dutch artist in their presentation. Third, they took “DIY” straight to the transportation, hitchhiking all the way from Brno to Amsterdam to be part of our performance, for which we’re all incredibly grateful!

The Standuino crew emphasize that they also wish to make the innovation of the Czech people more visible to the rest of the world. You know Bob Moog or Morton Subotnick, for instance, but do you know the name Standa Filip?

You should. The maker of extensive DIY instruments, interactive work, robotic installations, and new media, Standa (hence Standuino) is inspiring a new generation of artists – first in the Czech Republic, eventually in the world. Those artists, led by Standuino, are recreating some of his work, as well as making new work that carries on his spirit.

Check out the videos here to see him talk about his history and play his instruments, then learn more – and find the Arduino-based hardware designs, which I’ll cover more next week – at the Standuino site:

http://www.standuino.eu/

But there you go – from Rio to Singapore, once I hit publish, just about anybody can learn what it was like to be a lone DIYer in Communist Czechoslovakia – then go find open source ideas with which they can make music from the new generation of creators in the Czech Republic, in a matter of seconds.

Yeah, we overhype the Internet. But that’s pretty damned awesome. I’m going out in the sunshine now for a bit, because that’s awesome, too, but I’m pretty happy that I get to make this my day job. And thanks to you for making that possible, because with you as a reader, none of this would be true.

Steinberg’s Modular Touch Controllers: Integrate with Cubase or Use with MIDI, Look Pretty Doing It

Delivered... Peter Kirn | Scene | Fri 30 Sep 2011 4:27 pm

Readers recently observed that your writer/editor is biased toward the aesthetic design of certain controllers. If that annoys you, try to focus on the lighter elements in this article to take your mind off things, and remind yourself that the weekend is near, because you’re probably going to spot that bias arising again.

Steinberg this month released a line of control surfaces that the company describes as “modular” and “ultra-portable.” The idea is this: rather than built a monster control surface to try to squeeze in everything (Akai’s APC40 comes to mind), they have little control surfaces you can combine for exactly what you need (Korg’s nano series, while at the lower end, comes to mind).

The CMC line looks like it does just that, and I have to say, it’s just about the best-looking control surfaces I’ve seen apart from the higher-end (and less portable) Euphonix series now sold by Avid. This could be the first hardware from Steinberg that gets people excited.

Sleek, stylish, and white, favoring touch strips over lots of faders, and lit with colored lights… I recall the line by Arthur Dent from Douglas Adams’ The Hitchhiker’s Guide to the Galaxy. Instead of rather drab-looking faders and music control surfaces:

“This is my idea of a spaceship! All gleaming white, flashing lights, everything. What happens if I press this button?”

What, indeed:

  • CMC-CH “Channel controller”: 16 buttons + one rotary + one touch fader – that is, a channel strip
  • CMC-FD “Fader controller”: Four touch faders + LED metering + solo/mute
  • CMC-QC “Quick controller”: 13 buttons, 8 rotaries, and “EQ, Quick Control, and MIDI” modes – clever, in that you get EQ or macro controls in Cubase
  • CMC-PD “Pad controller”: 16 pad, one rotary, for all your finger drumming needs (will be curious to see how much this lives up to the “highly responsive” claim)
  • CMC-TP “Transport controller”: 17 buttons + touch slider for jog/shuttle
  • CMC-AI “AI Knob”: highlights the “universal knob” macro function in Steinberg’s software for mousing over a control, then grabbing a knob, and searching and selecting presets.

They’re USB bus-powered, use touch controllers Steinberg describes as “high-resolution,” and in true modular fashion even have joint plates for the connections. And yes, they’re designed to go with Steinberg’s bigger CC121 controller, though I think many people will bite on these little devices who ignored the bigger predecessor.

There’s also a set of frames that house the CMC modules or extension units. Not available: coffee table and chair system. You’ll have to work that out for yourself. The frames are almost the same price as the units, so I’m guessing most of y’all will do without them, but bonus points for design.

Now, clearly, visually and interactively, these are designed to go with Cubase and Nuendo, and a couple of the units really make the most sense with those two tools. (You’ll need the full, latest versions of that software to take advantage of all the features.) But being generally uncomfortable with the idea of buying hardware to go with one piece of software, I’m encouraged by the MIDI possibilities here – particularly with transports that could work with video editors or pads and faders that’d be nice when you take your Cubase-created stems into a DJ set with Ableton Live and so forth.

Stefan Trowbridge of Steinberg tells CDM that these will require separate drivers (compatible with Mac and Windows), but will ship on the CMC-PD and CMC-QC with editor software that will assign MIDI messages to the buttons and knobs.

They’re also designed to “fit in your pocket.” To me, that would have to mean you’re either eight feet tall, or wearing lederhosen, which I generally understand to be out of style in Germany. (Hey, I had a pair as a kid growing up in German-American Louisville, Kentucky. I’m sure we could design a more futuristic version. The kilt made a comeback.)

But they do look pretty portable. Messenger bag, Steinberg, not pockets, okay?

EUR129-199 each, including VAT, so I expect a reasonably low street price back in North America.

CDM bonus completely trivial observation! People who went to Columbia University in New York City for electronic music will find this acronym amusing! (It’s the name of their Computer Music Center.) I didn’t, but it’s just one of the Many Trivial Things I Know!

CMC Series @ Steinberg

Let’s look at more pictures!

Achievement unlocked: You’ve scrolled through all those pictures!

PocoPoco, Kinetic Music Control Gone Whac-a-Mole, and Our Tactile Future

Delivered... Peter Kirn | Scene | Fri 2 Sep 2011 5:06 pm

PocoPoco is a delightful, fanciful device that takes music control into the realm of kinetic sculpture. Normally, the relationship of music controller is primarily about the operator making physical actions. With PocoPoco, the hardware itself moves. The essential musical structure is familiar: it’s the grid of light-up buttons, with strong similarity to the ongoing interaction design of Toshio Iwai in the 90s and (Tenori-On) past decade. Even aesthetically, there are similarities – perhaps not coincidentally as this team is also Japan-based.

But adding in the element of solenoid-powered cylinders popping out of the grid adds a major element of surprise. There is also an unmistakable similarity to a certain arcade game, Whac-A-Mole.

Whac-A-Mole might be ideal inspiration. The game itself is based on rhythm and time, and the ability (or inability) of the brain to deal with multiple simultaneous stimuli, much in the same way our brain has to track across lines of counterpoint in music. And Whac-A-Mole’s history might be instructive, too: it’s the creation of Creative Engineering, the pioneering kinetic and animatronic company behind Showbiz Pizza and Chuck E. Cheese. (Achievement unlocked: CDM legitimately references Chuck E. Cheese twice in one week.) Founder and design Aaron Fechter’s animatronic shows might not seem a likely source for futuristic interaction design and music, but with the computer added to the equation, simple mechanical effects take on an entirely new significance.

Ironically, if you prove really good at crushing cute, furry animals by hitting them in the head with a large mallet, you’re rewarded with a cute, furry animal to take home. I’m not entirely sure what message this game is sending, but this kid may be thinking about when she gets to start bludgeoning that pink monkey. Photo (CC-BY) edenpictures / New York Songlines.

But back to the PocoPoco. As a musical instrument, I’m dubious. It’s fundamentally another a four-by-four step sequencer, so it’s not as though it actually solves a problem. (Well, if you’ve ever wished your step sequencer were also a game of Whac-a-Mole, it’s the invention you’ve been waiting for.) But even if it’s not actually useful, it’s no less intriguing. It could be seen as a tantalizing reminder that adding motion to interfaces could produce musical devices that double as moving sculptures, and performance tools that move rather than sit around waiting for you.

The timing seems right, too, as touch interfaces like the iPad make physical interaction fairly abstract (running your finger on undifferentiated glass), or gestural interfaces take away any touch at all (Kinect).

There’s a great interview at DJ Tech Tools. That’s fitting, as DJTT has popularized their own MIDI Fighter hardware, which accentuates the tactile feel of playing grids by swapping arcade buttons as the input, and likewise has a strong connection as this does to games and arcades. A must-read:

PocoPoco – The Motorized Controller [Interview, DJ TechTools]

Takaharu Kanai, one of the designers from the IDEAA Lab team at Tokyo Metropolitan University, has some good things to say.

Seen other kinetic hardware, or worked on a design of your own? We’d love to see it.

Music from Floating Balloons, via Kinect

Delivered... Peter Kirn | Artists,Scene | Wed 31 Aug 2011 7:43 pm

In a whimsical proof of concept, artist and inventor Dan Wilcox harnesses the depth-sensing powers of the Kinect camera to turn a room full of drifting balloons into music. It occurs to me that the basic spatial model can be seen as descended directly from the Theremin – way to go, Leon, still relevant today. The sounds are simple, but it seems something you could continue to develop musically – to say nothing of what it could do for the ball pit at Chuck E. Cheese’s. (Slogan: Where a Kid Can Be a Kid Who Gets Obsessed With Skeeball Prizes / Get Scared Out of a Kid’s Mind By the Other Kids in the Ball Pit. Sorry, it’s an American suburban thing of a certain age, for the more than half of you who have no idea what I’m talking about.)

Full description from Dan:

Experiments in balloon motion and sound using an MS Kinect depth sensing camera.

Created for the Carnegie Mellon 1st & 2nd year MFA Graduate show entitled “Fresh Baked Goods” at Bakery Square, April 2011.

A machine stands in a room surrounded by balloons. Circulating fans blow the balloons over the machine which creates sound based on their movements.

Mode 1: Tones

Balloon height and x/y position control the pitch and panning of a treble and bass voice. The tones can be quantized into a certain key or a glisssando can be employed for a theremin-style effect.

Mode 2: 99 Luftballons

The playback speed of Nena’s 99 Luftballons is controlled by balloon height. The balloons must be kept in the air for the song to play. Feed the machine.

Built using Open Frameworks, ofxKinect, and Open CV for balloon tracking and Pure Data for sound generation/playback.

See danomatika.com/​blog/​balloon-project for more info.

Dan has a master plan with a robotic music-playing suit and other ideas, so I can’t wait to see where this goes.

Musical Ideas into Musical Invention: Handmade Music at Amsterdam’s STEIM, Video, Open Call

Delivered... Peter Kirn | Artists,Scene | Wed 31 Aug 2011 7:22 pm

Idyllic Amsterdam’s Amstel River, steps away from STEIM, makes nice inspiration. (Cross-processed film photo, which looks more like it feels being there.)

In late September, CDM travels to Amsterdam and the legendary STEIM, a hub for research and experimentation in electro-acoustic music. The Patterns + Pleasure Festival will explore live electronic music practice and more, from controllerist laptop musicians like Edison and Moldover to the likes of sculpture-trained artist Nina Boes working with drawing and video instruments. The afternoon of September 28, we’ll have an open celebration of DIY electronic music culture with a special installment of Handmade Music.

If you’re in the Netherlands or nearby, we hope you’ll stop by. And if you have something you’d like to share, for show-and-tell, performance, and mingling with artists participating in and attending the festival, we have an open call for works.

You can see our video from last time. The video doesn’t really convey what a blast we had. Don’t be afraid by the crackles and whistles, either; I love that there’s a range of sound in electronic inventions, from the crackly experimental to instruments that work in more conventional contexts, too.

This installment already promises to be far bigger. I can’t wait. And if you’re far from the lovely winding canals of Amsterdam seen below, we’re working on extensive coverage so you can feel like you’re there from anywhere on the planet.

Here’s the call for works; feel free to spread it around:

Open Call:
Handmade Music at STEIM

As part of the Patterns + Pleasure Festival
28 September 2011
14:30 – 17:30
Frascati Theater, Amsterdam
Deadline: Tuesday 9 September 2011

Hosted by createdigitalmusic.com and STEIM; curated by Peter KIRN with Takuro Mizuta Lippit

Attention, makers of things that make music! Be part of an open laboratory, a science fair-style show and tell of work. We want to see your creations, including but not limited to:

Custom circuitry
New custom synthesizers
Creative controllers
Open source hardware and software
Audiovisual software
Original acoustic and electroacoustic instruments
Sound art/sculpture
Circuit-bent designs
Instruments and composition and performance tools made with game technology, mobile technology, Kinect cameras, and the like

The essential element is that you’ve built something yourself, in hardware, software, or both.

Please be prepared to show a self-contained presentation of your work. Some display/projection and amplification will be available, but we encourage you to bring your own displays and speakers if you can.

We will setup works for show-and-tell style exploration, as well as brief (5-minute demos) and short (5-10-minute), variety style performances and jams. We’ll also lead a discussion with artists and engineers, and encourage you to meet other makers and exchange ideas and techniques.

We are unfortunately unable to provide expenses for travel, so you will need to provide your own transportation to and lodging in Amsterdam. All projects will be covered on createdigitalmusic.com.

Please submit:

1. Your name, as you’d like it to be listed
2. Your project name
3. If applicable, a link to a project site
4. Photos of your project (a link to Flickr, Picasa, blogs, etc. is fine)
5. (Mandatory) Video and or audio documentation of your project in action (Vimeo, YouTube, SoundCloud, etc.)
6. Space requirements
7. Technical requirements (power / audio / safety concerns if applicable)
8. A brief description (two sentences is fine) of your project.
9. If you wish to propose a performance, please describe in short how you perform with your tool.
10. Your contact information, so we may respond

Submission form:
http://cdm.fm/pt99dq

We prefer to capture information on the submission form, but if you have difficulty with it, please email peter (at) createdigitalmedia [dot] net directly with the subject ‘STEIM HANDMADE MUSIC’

patternsandpleasure.com

Not a Turntable, Not a Knob: A New Inertial Sensor Music Controller, as Artists Explore

Delivered... Peter Kirn | Artists,Scene | Wed 27 Jul 2011 6:10 pm

The appeal of new controllers is melding gesture and sound, metaphor – in tangible form – and musical idea. So before talking about this controller, have a listen to the sounds it produces in the hands of one user, even if another user might do something very different. In a demonstration by Richard Devine, sparse percussive sounds reminiscent of early sonic experiments by the likes of Varese echo in clusters of water-like drops and echoing rumbles. (Richard is perhaps better known for dense, sometimes raucously relentless walls of sound; this formally more contemplative, which I really enjoy, even if it’s just a demo.)

Whether this immediate sonic application is your cup of tea, you can then have a look at the controller. Most of it is conventional, if nicely executed: encoders ringed by LEDs, pots, and buttons. But its central controller, looking like the exposed innards of a hard drive, is something else: the Spin is not a potentiometer, not a knob, not a faux turntable. It’s something different. Instead of just responding to rotation, it responds to inertia, built around the rotational movement but allowing new degrees of subtlety and control. As the creator describes it (well worth reading his entire description, but I like the ideas in this bit):

The spin allow the user to change a parameter with another feeling than a simple potentiometer:
large amplitude movement for a small variation.
control of the increment of the variation.
the spin can be launched and stopped, the variation stay under control using the increment parameter.
the spin can be automated, with 2 parameters for time control: increment and speed.
the spin can play a note and change its velocity, while a rotary controls the note pitch.
the spin can be assigned on any rotary and use its MIDI mapping to change his value, while automated or not.
the spin can fight against embedded sequencer.

(Because of a couple of grammatical errors translating to English, we also know that the spin is masculine. Odd – it seems actually kind of feminine to me. I’ll let you reflect on that.)

The notion of using inertia in a rotary controller isn’t entirely foreign to larger commercial projects; Native Instruments touted something like that in their Traktor Kontrol S4 controller. Here, though, freed from having to operate a DJ software and its turntable-derived sound ideas, inertial control can come to the fore as the principal interaction idea, applied to new musical parameters.

Richard Devine, who’s so on top of things I think he already owns musical inventions that I just happened to think about, is of course all over this. From his description:

The timeFrog II is a powerful and flexible MIDI device dedicated to music computer and MIDI applications.

The spin/inertial sensor provides a totally new kind of control surface, which opens new way for playing with parameters.

The 8 endless encoders, 4 potentiometers and 6 buttons form a functional and compact.

There is also a embedded 4 steps sequencer: 4×4 steps x 6 voices

This patch was setup in Ableton Max For Live using only two instances of SonicCharge’s Synplant software synthesizer. These two patches where customized and designed to work with the timeFrogII. Creating for some very unique musical gestures. All sequencing and note generation is from the timeFrog controller.

Richard tells us:

I recently received this really interesting MIDI controller from my friend Oliver over at Undead Instruments. I met Oliver in Belgium last month when I was on tour through Brussels. I was really intrigued by this midi controller he was working on called the timeFrog II. I only recently had the chance to sit down and play with it. Quite interesting and different approach from the other midi controllers I have seen and played with. I hadn’t seen any proper demonstration videos yet of this strange device so I thought I would do one.

More video demos, from other artists, show the gamut of what this instrument can do:

More info:
http://www.undeadinst.com/products/timefrog

An Epic, Evil-Looking MIDI Controller: the Custom SR MixControl

Delivered... Peter Kirn | Scene | Tue 26 Jul 2011 7:05 pm

From Austin, Texas, a bit of a haven for brilliant custom sound hardware, comes this epic-looking MIDI controller by Mad Zach, the SR MixControl. Covered in blinding super-bright LEDs, and with an absurdly-thorough complement of sliders, knobs, and arcade buttons, it looks as thought it’d be right at home on your evil flying saucer or Mad Max Interceptor.

Here’s what the makers have to say about it in their sales pitch:

The SR MixControl is a highly versatile mix-minded controller designed and built custom for Simon Rodgers of Victoria, Australia. It features high quality black concave arcade buttons, super bright red LED’s, sliders, spring buttons, and super smooth knobs. Tying it all together is custom artwork from Clay Chollar. This controller also integrates an elegant programmer application that enables complex LED functionality and innovative preset memory.

Mad Zach is also running his own custom shop, one of a handful of places that do custom MIDI controllers. I’ll be interested to hear how that business goes. In the case of custommidicontrollers.com, they will work with any combination of sliders and knobs, buttons, switches, touch strips, and LEDs, and add hardwood, aluminum, and acrylic cases along with airbrushed and screenprinted graphics.

More on that:
http://www.custommidicontrollers.com

I usually hear from the makers, but if you’re a reader who commissions something lovely like this, we all hate and envy you we’d love to hear from you and see what you’ve done.

And Austin, what’s your secret?

I’m betting the tacos.

Crafting New Twisted Tools: A Chat with Reaktor Patchers Making New Sonic Instruments

Delivered... Markus Schroeder | Scene | Tue 19 Jul 2011 1:47 pm

Ed. Twisted Tools are a special breed of music software makers, concocting wild-sounding instruments, sequencers, and effects, all with a distinctively-colorful and graphical approach to interface design. And they do all of this in Reaktor, Native Instruments’ deep toolbox for visual development of soundmakers, a patching cousin to tools like Max/MSP, Pd, and Plogue Bidule. Various patchers take a DIY approach to building musical tools in such environments, but Twisted Tools have successfully turned those creations into a business.

That’s part of what makes this interview well worth a read, whether you’re an end user or a developer. Writer Markus Schroeder talked to Twisted Tools’ Igor and Josh for the German publication AMAZONA.de; you can read that translated interview in German. But the interview itself was originally conducted in English. Through the generous permission of Markus and AMAZONA.de, we reproduce that full English interview, edited in its entirety, for CDM.

In it, Markus asks some probing questions about designing and selling musical tools, with some insights into the Twisted Tools’ current catalog. And Twisted Tools share both praise and criticism for Reaktor as a tool – there’s some tough love in there. I’ll let Markus take it from here. -PK

Tell us a bit about the foundations of Twisted Tools and its team members.
IGOR: Josh and I started Twisted Tools about a year ago now. It’s basically the two of us with lots of encouragement and support from friends and fans. Several years back, Josh contacted me because he was a fan of my work. He wanted help building an idea of his, and we got to know each other well using Google Chat. At some point, we decided that it would be cool to start a business together selling such things. At University, I studied Linguistics and worked as an English interpreter, which in many ways comes in handy now with Twisted Tools. When I was studying, I began fooling around with DAWs, then discovered Reaktor and got hooked. The rest is history. As for Twisted Tools, it’s my full time gig now.

JOSH: I think we began thinking about starting a business together because we saw eye-to-eye on almost everything; at the same time, we bring unique ideas to the table. I’m an electronic musician and a teacher, so I think I tend to approach instrument design from a user’s perspective. Igor spends most of his time on the inside looking out, from a builder’s perspective, so the partnership works out nicely. We still use Google Chat as our primary means of communication. In fact, all our work is done using chat, which I also think helps us to focus. Lots of people ask me why we don’t ever use audio or video chat, but I really think we’d lose something in doing so.
Until recently, I was the Course Director of Computer Music Production at a digital arts college in the San Francisco area. Now Twisted Tools is my main occupation, too. I don’t perform at all. Once upon a time, I DJ’ed and produced electronic music. These days, Twisted Tools satisfies most of my creative urges, though I’d love to get back to music making, too.

How long you have been actively developing with Reaktor, and why did you get started?
JOSH: Igor has been building for about five or six years, and I’ve been doing some basic building on and off for several years, but I wouldn’t consider myself a true builder. I tinker and understand the basics, but nothing like Igor, who probably has 20 years’ experience if you’re counting by the hour.

As far as why I got started, I bought Reaktor 3 to basically just use the factory stuff. There are so many interesting and unique things about Reaktor that I can’t remember exactly what interested me most about it. When you crack it open and demo it for the first time, it is pretty jaw-dropping. Then you open up the structure and realize the potential. The urge to make modifications creeps up on you and before you know it, you’re building stuff for fun. It is like an addictive puzzle that makes sounds.

What were the reasons to take the step to commercially selling your Ensembles? And does it pay off, in one way another?
JOSH: Well, I think it came down to simply gaining enough confidence to try. I’d hired Igor to help me build stuff before and was super pleased with the results. So I was totally confident in the quality; I just wasn’t sure if people would buy Reaktor ensembles and/or how many people out there were even using Reaktor. Reaktor hadn’t been updated in years and seemed forgotten, so it seemed like an unlikely business idea. But, when I saw the first versions of Vortex that Igor had made, I was pretty confident that people would buy it and so was Igor. So we moved on that impulse…

IGOR: As far as it paying off, I suppose it depends on what kind of currency we’re talking about :) We spend a ton of time on Twisted Tools, more than most people would imagine. I would say that we spend at least four or five hours a day, usually six days a week on Twisted Tools. That’s a very conservative guess. The response has been incredible and as cliche as it sounds, I think that makes it worth it alone.

What was the reaction from the Community of the Reaktor User Library?
Were you worried about possibly sending some wrong signals out to them, since there are a lot of high quality Ensembles for free?

JOSH: To be honest, I’m not sure what the reaction was like for everyone. I’m sure some approved and some didn’t, but I think either way people respect the quality. The overwhelming majority of the things I’ve heard have been positive and I think that in many ways, selling Reaktor ensembles has been good for the Reaktor community. I don’t really see much difference between selling a VST/AU or selling a Reaktor patch. In fact, the only reason a VST/AU is better is because you can run it without owning Reaktor. Otherwise, having a Reaktor ensemble is so much more powerful than owning a VST/AU. You can open up our stuff, modify it, study it, make OSC routings, etc. Plus, our development process is faster and our updates/fixes come more frequently than most VST/AUs.

IGOR: In the end, the question is, do people find it useful and of value? If they do and want to pay for it, that’s great. If not, that’s fine too. There are still tons of amazing free instruments in the User Library and if someone finds what suits their needs there, that’s great. But we definitely don’t feel we’re sending the wrong signals. NI sells Reaktor ensembles too now in the Player format, so what’s the difference?

Was it difficult to suddenly deal with issues like online selling and customer support?
JOSH: Absolutely! Especially after our first launch. We didn’t expect that kind of traffic and the e-commerce cart we were using had a poorly-programmed PHP script that ended up crashing the server, due to traffic load. Our host didn’t like that, and not only shut us down in the middle of our first day, but locked us out and I couldn’t get to our files. Nightmare…but, we changed hosts and somehow managed to get things back up in a day or so. I learned quite a lot in those first days.

IGOR: It’s really a lot of work, still since we do everything ourselves — instrument design, GUI design, web design, support, marketing, documentation, videos, etc. At first it was very difficult, but it has definitely gotten a bit smoother. We are kind of lucky to be in two time zones because we take shifts which basically gives us a 24/7 customer support system. It’s rare that a customer sends in a request for help and more than several hours go by without a response. We’re happy about being able to provide that kind of support.

What was the reason of going Reaktor instead of making software on your own?
IGOR: Reaktor is a great platform to develop with. It has a great interface and many possibilities. All that I know about DSP and instrument design, I learned while working with Reaktor. Neither of us know any other programming languages, so there wasn’t really a choice. We’d love to do VSTs and AUs someday, though.

JOSH: If we do VST/AUs, we’d obviously be able to tap into a larger market, so it is something we are considering more seriously.

What did Reaktor already provide as building blocks, and how much did you have to invent by yourself in the form of Core programming or Macros?
IGOR: I use my personal macros and core library wherever it is possible. I trust these structures and know them inside and out, making it easy for me to tweak things and look for bugs. Building this library took years though. The initial steps were back-engineering the factory content of course. I think that this is a very good way to learn things in Reaktor when you are starting out. The documentation is only useful up until a point because there are so many variables involved in building.

If there was a lot of Core programming, can you tell us about the the process of working with it? Did you face any obstacles?
IGOR: Of course, Core is a great environment with lots of possibilities; however, it’s still pretty limited, and some very basic workflow features are lacking. For example, you can’t copy/paste input and output ports inside Core Cells, you can’t duplicate the selected structure preserving connections, as opposed to primary, etc. Then there is the lack of polyphony management, iteration issues, event loops, snap-able memory, the list goes on. Lets hope that the situation will improve in the future.
Ed.: NI engineers, I hope someone is taking notes. Core is incredibly powerful, and could be even more so… -PK

What were the hardest obstacles to overcome?
IGOR: I wish we had the ability to save in the Reaktor Player format, so we could share our work with more people, since it wouldn’t require that you own Reaktor.



Now let´s have a look at the catalog of Ensembles Twisted Tools have to offer, and get some insights on their inspiration.

Vortex

What was your initial conception behind Vortex?
IGOR: The vision behind Vortex was to create a flexible, sample-based groove box that is capable of simple yet powerful control over one-shot samples as well as loops. In Vortex, you can stretch short one-shot samples and create long textures, slice and chop loops, or create drum kits.

How you know when what you’ve got is a final product?
IGOR: Well, as they say, perfect is the enemy of good, so you need to stop at some point when developing instruments. It’s impossible to fulfill everybody’s needs, but I think we did our best and covered the most important areas.

JOSH: There certainly is always room to improve something, but we also run the chance of making it worse by adding too much. Our devices get pretty complex and we always end up having to leave things out, which is usually a good thing. Sometimes simple can be good, too, though, so I think we’ll be releasing a new line of tools that have fewer options, but are still powerful, in the very near future.


Colorflex

What were you ideas for Colorflex?
IGOR: The idea behind Colorflex was to take a simple, 16×16 note matrix and push it to the limit.

JOSH: We wanted to make a sequencer that could be used for both hardware and software, with lots of creative possibilities. The graphic layer approach makes it fun to look at and use.

How much of it have you achieved to get into the final product?
JOSH: I think we squeezed as much into Colorflex as possible. It is a very deep and complex device, with tons of options if you dig into it. It started out as a simple cell matrix based on colors and kept growing from there. If you want to sequence MIDI CC’s you can use it just for that — or you can use it to automate other Reaktor devices using IC Sends. Those were things we added and that took a long time to get working properly, but make the device do a lot more than we’d initially planned. In some ways, Twisted Tools devices are like improvisations that start out in one direction and end up somewhere totally new by the time they’re finished. I think the ability to basically improvise while you build is one of the things that makes Reaktor instruments interesting compared to building standard VSTs.

The Matrix Sequencer is very powerful, as are the editing options. How complicated was developing the different edit layers and make them work?
IGOR: It was pretty complicated, of course; we had to deal with Stacked Macros and it’s not the most pleasant part when working on GUI.

JOSH: Igor is putting it mildly. Reaktor is limited to a four-pixel resolution for moving graphics around on the interface, which makes finalizing the look a true pain.


Buffeater

What was the driving idea for Buffeater?
IGOR: Obviously, Buffeater is not the first effect of this kind, but it was a personal take. It’s also entirely focused on buffer based processing (no filters, lo-fi crushers etc).

JOSH: We definitely wanted everything to be automatable and we wanted it to have a great library of sounds and presets to get people started. That was important. Not only is everything automatable, but each parameter’s automation lane can be set to a unique speed so that patterns overlap and evolve in unique ways. Each effect has presets as well that store the automation. You can even record live automation into a lane by turning on record and twisting knobs.

How much of the original concept survived in the final product?
JOSH: We’re very happy with how Buffeater turned out. It’s a ton of fun and we’ve received a great response. There are a lot of buffer effects out there now, and they all do something interesting and unique. We had a similar effect brewing before we did Buffeater that’s also good for live mangling, but sounds and feels totally different. Perhaps we’ll end up putting that one out, as well … it’s never enough.

What do you think makes these six effects so popular, generally?

JOSH: Well, people like to mangle and twist up audio. Buffer effects are a good quick way to do that.

Scapes

Scapes is another way-out kind of thing. How did you get the inspiration for it?

IGOR: The initial inspiration was to create a multi-faced instrument that’s capable of creating rhythmic structures, soundscapes, process incoming sounds, etc., all with a unique twist.

JOSH: Again, this device was really something that took on a mind of its own. At first it was a soundscape generator, then it started to evolve into a percussive instrument and synth…then it morphed into an effects processor. Eventually we decided that it could do all of those things together in a neat way. Rather than making several devices, we put them together all in one, and the result is a very unique instrument. Whether you are a sound designer at Lucas Arts, a video game composer, musician, or an iPad enthusiast, Scapes is useful and fun.
We hadn’t really anticipated the iPad control potential until we hooked up with the guys from Konkreet Labs. They had just finished developing their Konkreet Performer iPad controller app right around when we were planning to launch Scapes. The two work brilliantly together. When I first set it up, I sat my wife down in front of it and she just started playing for about an hour. I swear I had to tear it out of her hands…she’s not an electronic music producer, but she had so much fun, anyways. This is a side of Scapes that we hadn’t anticipated.

Scapes is so versatile, is there still something that should be included?

JOSH: I think we truly created a unique device that we are both very proud of. The response has been amazing so far. So… no.

A short time ago, I honestly thought granular synthesis was mostly done, since only few products using the technique managed to produce their own distinct sounds or interesting sounds at all. Then, Curtis for iOS, from The Strange Agency , came along and rekindled my interest. What is your take on grains?
IGOR: I think Scapes itself answers this question :)

JOSH: The funny thing is, we kind of were worried that people would think like you, and we changed the name from Grainscapes to Scapes for this very reason. Scapes makes unique and complex sounds. The sounds can’t be used for everything, but they have their own place, as does granular synthesis.

Your products often revolve around the idea of chaotic and fractalized sequences. Do you see your work in terms of using data of stochastic, mathematic or physics sources as means to create musical events?

IGOR: I think Colorflex is capable of both – fractal, semi-random structures, and more day-to-day musical stuff. Though I wouldn’t place Colorflex in that area, entirely.
Right now, taking an academic approach to instrument development doesn’t excite me. There is definitely a place for this, but in our case, it’s all about music.

JOSH: The more important question for us is, is it going to be something that’s fun to use? Is it useful, simple enough to understand, but complex enough to grow into? What kind of sounds does it produce? Is it intuitive? Does that matter for this particular device?

Thank you very much for the interview Josh and Igor.
And also let´s have a big shout out to the Reaktor community. Without them, Reaktor could not be where it is today – one of the most sizzling music applications you can get.

This interview was conducted by Markus Schroeder and originally published by AMAZONA.de in German translation. This interview on CDM is the original English transcript, which is supplied in approval by the author, Twisted Tools and AMAZONA.de

 More information at:
Twisted Tools – http://twistedtools.com

Entering the Third Dimension: One Evocative Take on Real-Time Music Creation with a 3D Interface

Delivered... Peter Kirn | Scene | Tue 28 Jun 2011 8:05 pm

AudioGL, a project teased in videos first in April and then again last week, is a new concept in designing a user interface for real-time music creation. Visuals and sound alike are generative, with the rotating, 3D-wireframe graphics and symbolic icons representing a kind of score for live synthesized music. The tracks in the video may sound like they’ve been pre-synthesized, polished, and sampled from elsewhere, but according to the creator, they’re all produced in the graphical interface you see – what you see is what you hear.

The newest video, released this week, reveals in detail the project’s notions of how to make a 3D, live music interface work. The UI itself is similar to other graphical patching metaphors, but here, like exploding a circuit diagram in space, routings and parameter envelopes are seen and edited in a freely-rotating view in three dimensions rather than on a flat plane.

There’s a reason interfaces like this have been few. Computer displays and pointing methods tend to be heavily biased to two-dimensional use, modeled as flat planes like pieces of paper. Working in two dimension is simply easier; there’s no reason you can’t take another layer of parameters and represent it on a two-dimensional interface. And rotating around in 3D space can make it difficult to keep your bearings.

Those challenges, though, don’t make this less interesting – they make it juicier and more delicious as design problem and stunning, futuristic musical model. Freed in three dimensions, a complex set of envelopes and parameters has room to spread out visually, making a kind of spatial score. This particular project strikes an interesting balance between traditional, iconic UI – operators are represented with graphic symbols – and more free-flowing geometry representing the sequencing and envelopes. To me, the latter is more compelling, but putting the two together may make the program more flexible and familiar to users of other music software.

What could knock you out of your chair, though, is the sheer depth of the software teased in the video. This is no simple tech demo: it’s an attempt to build an entirely new, live-synthesizing music tool from scratch in 3D. It’s like the International Space Station of music software, assembled in some void. I got a couple of tips on this today, and some are even wondering if it’s real.

It appears to be very real. Whether this particular tool is usable or not to me almost isn’t important: a spectacular failure in this arena would even be useful. Anyone waiting for some sort of “singularity” in music tech, I think it’s coming: it’s just going to be a singularity of human software ingenuity, explosive creativity and invention from independent developers. I can’t wait.

Stay tuned to find out more about this particular project.

See also the earlier video (not able to grab the embed code for some reason).

Thanks, Bodo Peeters, among others, for the tip.

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