Max 6 Arrives; Pricing Details, Use with Max for Live

Delivered... Peter Kirn | Scene | Mon 31 Oct 2011 1:01 pm

Max 6, showing the new Gen tools for low-level sound creation. Courtesy Cycling ’74.

Cycling ’74′s Max 6 is now available. See our previous previews:
For Home-brewing Music Tools Graphically, Perhaps the Biggest Single Update Yet [Create Digital Music]
In Max 6, Big Banner 3D + Animation Features for Jitter, Alongside Usability Improvements [Create Digital Motion]

Along with the release comes an updated site, which does a really nice job of presenting different applications, from sound to physical computing to visuals and show control:
http://cycling74.com/products/max/

Pricing details:
US$399 retail (Max 6, now includes Jitter at last)
US$199 Max 6 upgrade
US$249 discounted bundle of Max 6 upgrade + Gen
Academic discounts, including a new annual subscription plan for institutions

Those academic plans finally cover a year instead of 9 months, just in case you want to patch through your summer break.

Gen is the set of low-level objects that allow you to create more sophisticated tools from scratch without coding externals. I’m a little sad to see it priced separately, even if it makes sense from a business perspective, in that users of Gen won’t be able to easily distribute their work to the rest of the user base. Scratch that – yes, they will; they just won’t be able to edit them. So that’s a good compromise! See the upgrade FAQ.

That said, for anyone thinking gen~ is comparable to Reaktor’s Core, here’s a good explanation:
Comparing gen and Reaktor core level [Cycling '74 forums]

(It certainly is in terms of goals, but the way it behaves is very different.)

Max for Live users…

So, what if you’re using Max for Live? Now that Max 6 is available, Max for Live incorporates the new release – if you have a separate license for Max 6. That should be especially useful to Jitter users, who will get all the new Max 6 stuff and a full-featured copy of Jitter that’s otherwise lacking in Max for Live alone.

If you have only Max for Live and not a separate copy of Max, for now, you’ll continue to use Max 5, until an updated Max for Live is available. (When that happens, we’ll be sure to carry the news.)

Of course, dropping in Max 6 may cause compatibility problems, so France-based Julien Bayle has a tip at top on how to switch between your licensed copies of Max 5 and Max 6:

Switching Max5/Max6 inside Ableton Live (max002) [Design the Media; see video, top]

Of course, the good news here is, if you want to use the new Max with Max for Live, you can.

Face Sequencers, Sonic Databases, Automatic Dub Remixes, More Montreal Music Hackday Hacks

Delivered... Peter Kirn | Scene | Mon 3 Oct 2011 6:32 pm

Hard at work at Music Hack Day Montréal.

Ed.: Hacking Web databases to search sounds, remixing tools to automatically create dub tunes, cameras to sequence and analyze images in new ways, Montréal hackers have been busy. Trevor Knight writes from the event with full coverage from Canada, latest outpost of this global music coding phenomenon:

Music Hack Day made its first appearance in Canada at the end of September, painting the event with a Montréal flavour, complete with bilingualism, Montréal-style bagels, and even an appearance of Stephen Harper in a hack. Over the Saturday-Sunday event, musicians, programmers, and hackers scramble to create any sort of new music project.

With the help of dozens of laptops, gallons of coffee, several APIs and staff from such companies as The Echonest, Soundcloud, and Grooveshark, the assembled hackers churned out and presented 24 hacks in 24 hours.

Bruno Angeles took home first prize for his hack, FaCeQuencer, which uses computer vision and a webcam to control a squencer/looper and at the same time, outfit the user appropriately to the style of music.

FaCeQuencer outfitting hackers with shades to match a smooth jazz loop.

Free Assembly, the hack from Graham Boyes, took second prize and recreates a target sound using a database of samples. It uses The Echonest Remix API for the analysis and finds target sounds sourced using Freesound.org’s API. The power of this hack was clear when Graham demonstrated using a drum and bass track as the target sound and a recording of a dog playing in water as the sample.

With a heavy presence of students and researchers from the Centre for Interdisciplinary Research in Music Media Technology (CIRMMT) and McGill University, several of the hacks incorporated data-mining. For example, David Weigl, Hannah Robertson, and Andrew Hankinson created wuzhear, a venue-based database of historical concerts in Montreal from the Montreal Jazz Festival website and last.fm’s API, including set information and playable with a Grooveshark widget.

The Wub Machine 2.0, from Peter Sobot, automatically creates Dub or Electrohouse remixes of an audio sample, while The Beatbox Machine allows one to record beatboxing and return a drum sequence replaced with actual drum samples.

For a complete list of hacks, check out http://wiki.musichackday.org/index.php?title=Montreal_2011_Hacks

Now that Canada has tasted the sweet Music Hack Day nectar, there’s already buzz for a hack day in Toronto.

Photos complements of Vanessa Yaremchuk, more photos of the eventhere.

Dac Chartrand (Renoise) writes with more details. Dac has his own set of hacks, but I’m excited enough about it that I’ll put that in a separate post -PK:

Other "Renoisers" were on site, but used the 24 hour session to try new ideas, but not present them. For example Steve Sinclair (Radarsat1) tried to port Mark Zadel’s Different Strokes to Android. Different Strokes resembles a freehand drawing application. The drawn strokes create animated figures whose motion is mapped to sample playback. The musician performs by assembling networks of strokes live, generating audio patterns. Steve got drawing and particles working but not enough time to hook into the Android audio subsystem, so he didn’t bother presenting.

Longtime CDM readers Studioimaginaire were also on site hacking away at their multi-touch table. They were there the full two days but also didn’t bother presenting. I tried to talk them into it several times, saying that the crowd would obviously vote for them just on cool factor alone and that they would walk away with a prize, but they stuck to their principles. Something to be said about the vibe of the event. Hackers were there to have fun.

David Viens of Plogue made am appearance for the demo session Sunday afternoon.

Good times had by all.

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.

Why DIY Music? Reflections from STEIM’s Patterns and Pleasure Fest, Handmade Music Amsterdam

Delivered... Peter Kirn | Events,Scene | Wed 28 Sep 2011 2:02 am

Casper Industries’ Peter Edwards performs live at Handmade Music in Manhattan, at Culturefix.

Why DIY, anyway? As we prepare for a special Handmade Music afternoon hosted by Amsterdam’s STEIM research center, my co-curator Takuro Mizuta Lippit (dj sniff) asked me to answer that question. Here’s what I wrote for STEIM’s international Patterns and Pleasure festival.

“Do it yourself.”

In the world reshaped by recording, in which music is ubiqiutously available on demand and even bare-bones DJing qualifies as “live” entertainment, the act of just making music surely qualifies as “DIY.” Add the fact that distribution, promotion, and booking of music often falls increasingly on the artists themselves, and it’s hard to see any part of music that isn’t DIY.

So, given all that, what would drive artists to make or modify their own musical tools? One might as well ask why make music in the first place. (Because you can? Because it’s fun? Because it’s the most satisfying way to realize an idea or feeling — often the two together?) I believe some of the separation between “music” and “tools” or “gear” or “technology” is arbitrary. That independence is itself a recording-centric notion, in which musical content as artifact is imagined as independent from how it was made. During the process of production or performance, they’re inseparable. The evolution of musical practice, meanwhile, is intertwined with the technology of playing and representing music. Musical instruments in archaeological records appear alongside the first human tools. Those instruments, like the musical materials themselves, are vessels for expression of human thought. We can make our body an instrument, via percussion or voice, but as with so many other elements of our human life, we extend that body through invention.

When you play an instrument, whether a flute or an interactive music software patch, what you express is mediated both through musical language and the tool. I know as a child, it was what first drew me to music: I could press my fingers to the keys and hear something very much other than what I could produce myself. It’s easy to see the connection to the synthesizer and the computer.

When you want to realize (or discover) new musical and sonic ideas, then, it’s necessary to become involved with the way in which those sounds are produced. As composers for acoustic instruments and voice, you dive into the realms of harmony and rhythm, but also the mechanisms of the instruments and standard and extended techniques. Working with the computer, you employ interfaces — whether simulated knobs or code or graphical representation — to realize your ideas. With electronics, wires and resistors and diodes become compositional. With both, the container you fashion, the handcrafted cases or user interfaces, becomes part of the musical identity you design.

There is no such thing as an instrument built from scratch. To quote Isaac Newton (in words adapted by countless electrical engineers and computer scientists), “if I have seen further, it is by standing on the shoulders of giants.” We inherit a great body of knowledge and tooling. Whether a commercial DAW or a modular development environment or the circuit that makes a filter, we connect with the ideas, imagination, and expertise of generations of engineer-artists. Notably, we lost Max Mathews this year, whose lasting legacy, even more than breakthroughs in computer synthesis, may be his influence on decades of students and colleagues in chasing the limitless potential he saw in digital sound. Thought is the greatest technology there is.

I think we can easily become overly worried about the rise of digital tech. Computers and electronics are here, and for all their dangers — misuse and toxic waste being foremost among them — they are fundamentally a compilation of human ideas. If you like people, you’ll like computers and circuits when you get to know them. We can also become overly concerned with “new”; the great implication of the maturity of electronic sound technology to me is that we can begin to go from novelty to repeatability and expertise. That’s not to discount discovery; it’s simply that discovery can’t exist in a void. At the same time, in our appetite for mastery, we can devalue the novice. I’m excited by seeing projects that don’t quite work yet, that are only at the stage of technical demo or proof of concept, because to me it’s seeing the first steps on a path that could lead a musician into years of practice and refinement. It’s seeing the chicken popping out of the egg. Potential is stimulating when you believe it has a future.

Here, designing one’s own instruments is much like learning to play an instrument. You repeat the ideas of others, just as you repeat the sounds of others when you learn a musical scale. You make sounds that, at first, are, well, awful, but that then grow up. Whether arguably innovative or not, you make discoveries that are inherently personal. And the degree of that progression is dependent in large part on learning from others, playing with them and sharing their experience. As people share that experience, in the end there are breakthroughs to the genuinely new. Collective progress is what allows those individual eurekas.

Loud Objects, assisted by Leslie Flanigan, teaches a hands-on workshop for beginners at Handmade Music at Brooklyn’s Third Ward. Handmade Music has gone hands-on in other cities, too, including Amsterdam, Porto, Toronto, Minneapolis, Los Angeles, and Austin.

With economies from Amsterdam to New Amsterdam slowing, with growing unfilled demand for the ability to actually make stuff and not just push abstract numbers around, and with technical problems that demand solutions literally to ensure our survival, all those strange noises we make take on a new meaning. Tools and technology enabled our civilization; now we need them to make humanity sustainable. Silly sounds and musicians’ racket and din may seem distant from that. But we can sing this necessity as a song. We can celebrate the spirit of experimentation by making things that make immediate noise. A bridge or a jet plane isn’t a great place for experimentation or on-the-job learning; music is the perfect playground because errors are always okay. If any community could help encourage free innovation in our culture, music is a strong candidate; today’s young synth builder could be tomorrow photo-voltaic breakthrough. And even if not, we’ll make a wonderful noise.

“Open source” and the “Web” are significant tools to make sharing expertise easier, but at the fundamental level, it’s simply “sharing” that matters. And this is where music’s makers and inventors are helping resurrect the principles of music as community. We have to share ideas and sounds to be able to move forward.

We do it ourselves, together.

Random Fun: Novation Launchpad as Live EQ Display, Built in Processing

Delivered... Peter Kirn | Scene | Mon 26 Sep 2011 12:31 pm

If you’ve got a whole bunch of colored lights, it seems only right to do something with them. Cacheflow sends a fun little hack with a Novation Launchpad. Of course, turning a Launchpad into a live EQ display means you can’t simultaneously use its lights to, like, play the Launchpad, but provided you have another controller, this could be a fun way to liven up your stage setup.

We looked at a free e-book on Processing last week; if you’re playing with Processing, you can now use a handy, free library to integrate this simple and elegant coding tool with your Launchpad.

The ingredients:

Music: unreleased Yo Soy Sauce tune.
plasticsoundsupply.com/​release/​yo_soy_sauce_-_juke_box/

Built with the following components:
processing.org
tree-axis.com/​Ess/
rngtng.github.com/​launchpad/

By the way, I’ve noticed a lot of great GitHub use for music projects. Music Hack Day Montreal even did their event planning on it. I wonder, is there a way – using GitHub itself or a hack with the GitHub API – for us all to build a little CDM community there? Git gurus, I’d love to hear from you about what you might like.

Workshop in LA: Make Your Own Musical Tools, Free, with Processing and Pd

Delivered... Peter Kirn | Events,Scene | Fri 2 Sep 2011 9:29 pm

Music visualization in Processing by yours truly.

If you’re in the LA area, I’m teaching a reasonably beginner-friendly workshop in making musical tools with visual interfaces, using entirely free software (Processing and Pd, on Mac, Windows, Linux, and if you like, Android). It’s this coming Thursday night, September 8 – the perfect way to get back to school! (For me, too…)

I’ll also be sharing some resources as I put them together for that workshop, so wherever you are, keep an eye on CDM soon.

The workshop is US$60, but you’ll leave with the skills you need to make your own music tools and audiovisual creations free, as well as the ability to use JACK to route those straight into hosts like Ableton Live.

We’ll follow up Thursday night’s workshop with a free Pd community patching circle on Sunday (for making patches; it’s a get-together, not a class).

Also, I’ll be at the TRASH_AUDIO-sponsored Synth Meet Saturday afternoon. Hope to see you folks in Southern California at one of these events there.

Full details of the workshop – and please do feel free to post / disseminate / share with people in the area:

Image and Music: Make Your Own Musical Tools, Free, with Processing and Pd
PETER KIRN (createdigitalmusic.com)

Thursday, September 8
7-10pm
US$60 (discounts for members)
Limited space

Sign up in the CrashSpace store

Make your own instrument, sequencer, or effect, then give it a visual interface – not just fake knobs and buttons, but via any picture you desire. Now you can, with two integrated tools, entirely for free. Learn how:

Using Processing, the artist-friendly rapid code “sketching” environment, and Pure Data (Pd), the visual patching tool, we’ll discover how to create custom music creations entirely in free software. Starting with simple projects, you’ll learn how to get up and running to create your own tools, see some of the basics of how to make visual interfaces in Processing and construct musical tools with Pd, as well as how to route audio from these into software you already use like Ableton Live.

Via the new free libpd library for Processing, developed by Peter Kirn and Peter Brinkmann, you can use Pd patches right inside Processing. You create your musical creations – sequencers, drum machines, synths, effects, and so on – using the graphical environment Pd, which uses patch cords to represent the flow of signal through your sonic rigs. (A library of useful building blocks means you can construct all kinds of powerful tools even without much Pd knowledge.) Then, in Processing, you can create graphical interfaces via lightweight code, which can even run on your desktop or even mobile phones and tablets powered by Android. We’ll experiment with some simple two-dimensional and three-dimensional generative graphics for visualizing and playing our instruments, and some useful tools (a synth, a drum machine, a pattern maker, an effect you can use with a mic).

What you’ll need to know: Some basic knowledge of either Pd or Processing – ideally a little of both – is recommended, but not required. If you haven’t worked with them before, you’ll get a crash course in how they work and some sample code and patches. If you have, you’ll learn how to use them in some new ways and pick up some additional tips.

What you’ll need to bring: Definitely bring your computer so you can follow along! This is a hands-on workshop! Mac or Linux recommended. Windows users will be able to at least use Pd and Processing via OSC, and we hope a libpd for Processing build is ready (volunteers accustomed to building Windows software welcome!) We’ll install the software, but if you want to install Pd and Processing ahead of time, go for it.

Emblem of LA’s very cool CrashSpace hackerspace, which has also hosted Handmade Music. More on them as I travel there next week! Photo (CC-BY-NC) Tod Kurt.

If you’ve got any questions about the workshop, feel free to ask in comments and I’ll answer.

Sunday, September 11, noon – whenever
Patching Circle, for Pd, Max, AudioMulch, and other patchers
Free, open community patching – bring your project

And Saturday afternoon and Sunday night, while I’m not directly involved, the Synth Meet

Hope to see you at the workshop, in particular!

See you in Los Angeles…

CrashSpace
10526 Venice Boulevard, Culver City, CA
(right on the 3, 33, and 733 buses)

Korg Releases monotribe Drum Schematics; Mod and Breadboard Away (Resources, Thoughts)

Delivered... Peter Kirn | Scene | Fri 2 Sep 2011 6:23 am

Photo: Marsha Vdovin.

As they did with the monotron synthesizer, Korg has quietly released schematics for its the analog drum synthesis portion of its monotribe synth and step-sequencing rhythm machine. You just see the bits that make the drum sounds, but that’s the interesting and modifiable part.

In order to grab the download, you’ll need to fill out a form with your name and address, saying you acknowledge you’re voiding the warranty and that you won’t turn around and sue Korg. That address doesn’t get used for anything, though, so long as you uncheck the “newsletter” box. Once you do, you get a high-res PDF (low-res image above) with the schematics, marked public. (Liability I know is an important issue. You never know; you might swallow the drum circuits and then sue Korg for feeling ill afterwards. Or something. Ask a lawyer.)

As for the design itself, it’s a notably simple design by Hiroaki Nishijima, an elegantly-minimal set of analog circuits for producing sound. As such, it should be ripe for modification. In fact, the first thing I’d be inclined to do is, rather than void a monotribe’s warranty, simply breadboard this circuit, which would make for exceedingly easy variations on the same basic layout. You might even wind up with something else. (One nice touch in the design: look at how the noise source is cleverly – and necessarily – linked to hat and snare sounds.)

Mods have also worked with MIDI – a port is hidden on the board – but apparently with sometimes-disappointing timing results. More promising is the thought of new drum sounds, and even some breadboarded drum circuits outside the monotribe itself.

And that’s what I think is admirable about Korg’s approach: in the earlier days of sound and music electronics, publishing these kinds of schematics was the norm. As opposed to today’s litigious age, it was more or less assumed that straightforward ideas would be copied and modified. Korg hasn’t said they’re encouraging that kind of behavior, but by releasing the schematics, they at least acknowledge that they’re unafraid of that potential scenario. The point is, you wouldn’t come up with a cloned monotribe – you’d simply learn something about analog drum synthesis, then move on to something that’d be quite different. Korg remains the company with the wherewithal to produce the thing en masse, anyway. It’s not open source hardware, mind, so there’s a gray area as far as your ability to use the circuit, but that shouldn’t stop you from wiring this up and learning from it.

Ultimately, my guess is we’ll hear some new drum sounds out of this, and that’s exciting.

Find the schematics at:
http://www.korg.com/monotribeschematics

More on modifying monotribe:

An extensive, extensive post on MIDI modifications – how to do it, physically and electronically, as well as some of the limitations (which in turn partly explain why this didn’t ship with MIDI):
Monotribe, MIDI and me [Game Boy musician nitro2k01's blog]

Video from above:

And one post on drum mods (I expect there are others, if you wish to share in comments):
MONOTRIBE drum mod and peek inside

In the interest of fairness, Chris Randall posted what I thought was a thought-provoking review of the monotribe. Keeping in mind Chris was apparently a great fan of the simpler, cheaper, smaller monotron synth – and produced an album with it / see link at bottom – his review of the monotribe and its bare-bones analog drums was pretty brutal.

See his original thoughts:
Monotribe Mini-Review…

…followed by some criticism of the monotribe in, oddly enough, an iOS-themed story:
iGear…

Chris isn’t one to mince words or be especially diplomatic, but it’s worth reading what he has to say. He also predicts I’ll like … something just like this story. But it’s worth considering all sides of this little box. And despite what Chris says about my own perspective, I still believe for real modification, open source hardware is best – not that all hardware need be open source, but rather that for hardware you want people to modify, the open source license is a useful tool. I also think that it’s okay to just use gear and not always modify it; playing instruments is great, too, speaking even personally. That said, I still think Korg releasing schematics is a big deal, and I’m enjoying getting inside this particular design. And for the record, Chris still put some monotribe sounds into his music.

See also:
Electronic Sounds and Satisfying Limits: Chris Randall Talks About Making Capacitor, Resistor EPs

When Any Gesture Can Make Music: Conceptual Studies for Kinect

Delivered... Peter Kirn | Scene | Wed 31 Aug 2011 9:44 pm

While we’re on the subject of making music with Kinect, the 3D computer vision camera with depth-sensing, here are some other experiments into how music might work. As with the classic Theremin, those musical gestures tend to be mapped against two-dimensional axes in space.

And from there, things become wide open. Johannes Kreidler, a musician and artist known for irreverent and inventive experiments in music, shares his studies for the Kinect, which he terms “conceptual music.” A solo “for violin” can involve literally waving a violin around. “House music” can mean making music whilst ironing a shirt. Any gesture in space becomes musical. Without tangible feedback, that can be challenging, and since these are just gestures in air, precision and nuance may not be a strong suit. But it’s a fascinating look into what’s possible, a set of thought experiments in music with a camera.

Composer Johannes Kreidler’s other works have included provocative ideas like making a performance of a short piece with 70,200 quotations of other “sampled” works, tunes from wildly-gyrating stock market quotes, entire bodies of work (like the Beatles) compressed into seconds, and pieces from avant-garde happenings to more conventional electro-acoustic scores. See his site for more.

And he’s got a killer book on using Pd, too.

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

PAL198X Video, Featuring Neon Indian – Bleep Labs Synth, Probably Best Promo Ever

Delivered... Peter Kirn | Artists,Scene | Tue 30 Aug 2011 5:20 pm

The Bleep Labs 198X, a mini analog synth co-designed with the band Neon Indian, is now here. It’s a pocketable three-oscillator synth – all triangle oscillators – that in addition to three knobs and light sensors lets you plug in control voltage or other devices and sensors in order to modulate its sound. That makes for some good, bleepy, party-clearingly noisy fun.

And then there’s the Neon Indian-produced promo video, which is … insane. So there’s that.

The synth itself you get as part of a $50 package that also includes vinyl, a CD, a t-shirt, and a poster. Hopefully you’re a Neon Indian fan.

If you’d like a slightly less-psychedelic look at what this synth does, Bleep Labs have produced some more down-to-earth samples and videos. Behold:

Instructions…

With a modular …

On SoundCloud …

PAL198X by Dr. Bleep

And one more from Johnny, combining a modular …

And if this all looks a little familiar, it’s because the Neon Indian custom synth is a new, improved, expanded instrument based on Bleep Lab’s Pico Paso, which is in turn inspired by Forrest Mims’ classic stepped tone generator “Atari Punk Synth.” I love the new variations.

PAL198x @ Bleep Labs

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

Digimancy: A Commodore 64 Spouts Philosophy, Plays Modular Synths

Delivered... Peter Kirn | Scene | Sun 17 Jul 2011 2:07 pm

In some cross between a self-aware, intelligent computer a la HAL and an experimental sound artist, the project Digimancy presents a talking, synth-playing Commodore 64. Get through a few minutes of it spouting theory, and somewhere at about 6 minutes, 30 seconds in this video, that Commodore 64 starts to jam with danceable, glitchy sounds. It’s a bizarre laboratory sonic production – white lab coat included – but eventually, this semi-evil computer makes songs. And it’s just the sort of convergence of analog and digital we love, as the C64 chips drive a nice set of boutique, analog gear. Patch cords and chips – bonus.

Reader Jordan Bartee, the man responsible for this mayhem, sends it our way, which provides entry into, in his words, “the micro-galactic frontier.”

No reason to let him have all the fun, though. He’s shared schematics, source code, and PCB layouts:
https://rapidshare.com/files/1689835312/TLL_Release.zip

Decode that, and find an old C64, and you can go to town.

Next Page »
TunePlus Wordpress Theme