Windows VSTs on the Mac? Yes, We Can [Plugwire, Tutorial Link]

Delivered... Peter Kirn | Scene | Thu 27 Dec 2012 3:55 pm

Windows PCs are from Mars, Macs are from Venus, Windows VST plug-ins won’t ever run on the Mac — wait, not so fast.

Ornament Uncle writes with a solution for running Windows VSTs on the Mac as if they were native plug-ins. The tutorial describes a fairly meticulous process – if you’re expecting this to be plug and play, don’t. You’ll want to read the steps thoroughly, and results may vary on different OS versions or with different plug-ins. (I feel obligated to say that as, even with free solutions, we sometimes hear readers complain when things don’t work easily on the first try; you should consider yourself a tester here and expect that things may not work!)

A little effort and time spent reading the tutorial, though, could easily pay off: it means opening up a world of previously Windows-only plug-ins to the Mac and having them work alongside your Mac plugs. Details:

Hi! I’ve described in detail on my blog a couple of years ago how to setup a wrapper called wacvst for Mac users to be able to use Win VST plugins. Very recently I’ve put together a better option and gave it a name, plugwire, my Wineskin setup. It’s all people need for Win VST plugins on Mac. Please check it out and if you think it’s any good maybe make a post for people to be made aware about it. Cheers!

Check it out, and let us know how it goes:

Add your face Win VST plugins to the mix [tips for your os x daw]

Image at top courtesy Ornament Uncle, showing a range of plugs in action.

Software Instruments, Freed From Sampler Formats: SFZ, Free Sounds, Free Sample Player

Delivered... Peter Kirn | Scene | Fri 21 Dec 2012 5:36 pm

A bare-bones UI belies a powerful engine – and a tool that could finally jump-start sound designers embracing an open format. Proprietary lock-in, no more.

“Free As In Free Me From Proprietary Formats.” If you’re ready to explore sounds – as a novice sampler user or as an advanced sound developer – SFZ brings tidings of great joy.

When they move from defining mere sounds or samples to describing whole instruments, sound designers need file formats. The problem has been that those formats tend to be particular to one sampler or another – just Kontakt, or just Logic’s EXS24, or just Gigastudio. Yes, there are converters, but because these samplers have different capabilities, converters cause problems. Being able to create instruments for these samplers is all fine and well, but sound designers badly needed a lingua franca.

Well, they’ve got it, in the form of a beautiful format called SFZ. Never heard of it? You should. And now, there’s a free (as-in-beer) player for Mac and Windows, plus some free samples to get you going. (Linux users will want to check out SFZ support in LinuxSampler, which is true free software.) This player is a great, ready-to-use option you can play with right now – and could likewise push the format for all compatible samplers. (See, for instance, Cakewalk and rgc:audio.)

The player, called sforzando, was released this week by master plug-in developer David Viens of Montreal:

  • Bare-bones, SFZ 2.0-compatible sample player
  • “Advanced sample hobbyists now have a powerful tool to experiment and share instruments without relying on proprietary formats.” (I’ve never heard anyone described as an “advanced sample hobbyist” – sounds like a good hobby to start!)
  • One instrument slot – everything at the SFZ file level. (Hackers!)
  • Engine shared with Garritan, Plogue Chipsounds
  • RTAS, VST, AU, standalone
  • Mac, Windows, 32-bit, 64-bit
  • Drag-and-drop conversion to SFZ 2.0 from other file formats (SF2, DLS and acidized WAV files)

This all calls for some sounds, no? You’re in luck. This week, in addition to sforzando, various contributors released some 171 MB of great sounds for the engine – ready to load in sforzando.

  • 11 Instruments from Garritan
  • 14 Instruments from Digital Sound Factory
  • CR-909 Electronic Drum Machine, thanks to Analog Industries
  • Various Instruments from Patch Arena, Plogue and More!

Free Sounds for ARIA Engine [ariaengine.com]

Of course, the real hope is that this kick-starts sound designers using the SFZ format. We’d love to see that happen here at CDM Tower, too, so do let us know if you go after the format.

To get you started, you can drop SF2, DLS and acidized WAV files on the UI to get automatic conversion to SFZ 2.0. Drop, tweak, and publish.

A peek inside the file format reveals a very clean, easy-to-read, logical text description of the instruments. No need to fear. Images courtesy Plogue.

David shares his introduction with CDM, which makes nice reading on what this is all about even if you don’t plan to use the sforzando player specifically:

Back in 2005 when Gary Garritan gave me the task to design a complex sample playback engine, I obviously started with some homework. First question was obviously: “Is there already an instrument format that is open, powerful, flexible enough, and future proof”? YES! And its called SFZ!. Not only that, but I also found out it was invented by someone I both admired and respected, my old #musicdsp IRC buddy René Ceballos. The more I looked into it the more it was also obvious that René did his homework as well, since he made sure his SFZ 1.0 specification pretty much covered everything from SF2/DLS/GIG and other formats of the day.

His first implementation of the format was in the famous sfz.dll plugin, originally given for free on rgcaudio.com. After being acquired by Cakewalk – and for a good while later-, René pursued the development of his specification, this time with some help from Chad Beckwith, culminating with the SFZ 2.0 format as implemented in Cakewalk Dimension™ in 2005 and in Drop Zone™ a few years later.

Meanwhile at Plogue, we were just getting ready to ship the first product based on our new ARIA Engine: the Garritan Authorized Steinway Model D. Entirely SFZ based, this multi gigabyte sampled piano already utilized a few new SFZ opcodes that were submitted to René for review. Some of these were officially added to the specification, while others were still pending at the time René and Chad left Cakewalk. Simon Cann’s Cakewalk Synthesizers: from Presets to Power User 2nd Edition lists some of these new opcodes.

Fours years have passed, but of course we didn’t stop there! We kept designing new opcodes (the so called ‘ARIA-extensions’), to keep the specification up to date with what other – newer – contemporary sample formats offered. Each time we did this, we asked ourselves: “What would René do?” How would HE transform a specific feature request into one or a series of opcodes in such a way that would both make sense, and wouldn’t break existing compatibility? This is not a trivial task for a single implementer to achieve. So we did our best not to ‘pollute’ the spec too much and we hope as time goes by to disclose as much info as possible on our extensions with the new forum and wiki on ariaengine.com.

Today we present you Plogue sforzando, the new free, minimalistic SFZ 2.x player! It only has ONE instrument slot, no effects or mixers. Just the ability to load SFZ files and to play sounds from current ARIA-based products.

Of course we understand that editing text files to create sounds is not for everyone, but we’ve had too many requests for a product such as this not to pursue René’s tradition of giving away a simple player.

There’s also a tutorial video on the sforzando site. David cautions that he hopes to do a better video, but… since you’re likely to find it at the site, and since it’s public on YouTube, here it is. (When that better video gets done, we’ll publish it, too, David!)

And a quick video intro:

http://www.plogue.com/products/sforzando/

Make Controller Layouts Right on an iPad: New Lemur Arrives, LiveControl 2.0 Soon [iOS; Gallery]

Delivered... Peter Kirn | Scene | Wed 19 Dec 2012 7:02 pm

In-app editing, at last. Without switching to your Mac or PC, you can now edit or create layouts right on Lemur. Images courtesy Liine.

Once the layout is done, using an iPad as an interactive, do-anything-you-want, Star Trek-style music and visual controller is a unique pleasure. But as your fingers surf through virtual knobs and faders, the idea has surely occurred to you: why can’t I actually do my editing and layout on the iPad?

Lemur is perhaps the most powerful controller app anywhere, a terrific demonstration of why a tablet controller can be useful. And its editor – directly descended from the editor that went with the original, pre-iPad Lemur hardware – is powerful, unquestionably. But switching between an editor on the desktop and the layout on the tablet definitely feels less intuitive.

A Lemur update at last brings what users have wanted: now you can directly edit those layouts on the iPad (and iPhone/iPod touch), ideal for “improvising” layouts and adjusting to what feels best on the controller. See the video for a first look. (One bonus, very interesting to a few of us: this also means, since you’re no longer tethered to the editor, you can more easily use Lemur as a controller with your Linux rig, whether that’s a laptop or a Raspberry Pi.)

It should be available on iTunes now. (Some country stores don’t get all updates immediately, so keep an eye out.)

That’s not all Lemur developers Liine are announcing today. Lemur also adds three new “skins” for a bit more control over how your layouts look. And coming early next year, there will also be a free layout for Ableton Live from one of the best creators of this stuff, ST8. (I would expect this is tailored a bit to some of the subtle but significant controller changes in Live 9.)

The new Lemur – in-app editing, new skins, and still the mobile controller app to beat.

Entirely tailored to iOS interface paradigms, in-app editing does everything you need to customize control layouts, says Liine. Here’s how they describe the use cases for the functionality:

So what does editing templates directly In-App mean?
For novice users, this means a much smaller learning curve and an immediate initial experience. Any basic configuration, such as a typical bank of faders, can now be created with a few familiar taps and gestures. And any factory template can be adjusted quickly to suit your particular needs.
 
For advanced users, the In-App Editor provides the possibility to quickly edit templates without breaking the musical flow. Whether you’re playing with live musicians or engineering a track in the studio, designing and using the Lemur controller becomes improvisatory. Need to add an extra fader for the reverb effect? Two seconds and you’ve got it.

We don’t know a whole lot about LiveControl 2.0, but knowing how powerful some of this stuff has been in the past – and knowing ST8 was involved – I expect hard-core Live users who love touch will be intrigued. (It’ll be interesting to stack this up against Ableton’s own Push, which should become available in roughly the same timeframe – how you might choose one over another, or even use the two together.) What we have from Liine on what’s coming:

Experience the ultimate Ableton Live controller, designed in partnership with master designer ST8. Improvise a riff on the Play page, then switch to the Sequencer page to edit the pattern. Choose a key and scale to guide your melodies and use Quick Chord to instantly create harmonies. Use the Modulate page to flawlessly map any parameter from any plugin to the MultiBall object and take advantage of Physics, LFOs and gesture recording. The Launch page gives you everything you would expect from a clip launcher, and more. We even integrated snapshots and morphing. LiveControl 2 will be a free download available in early 2013.

Let’s have a look at the new releases in images:

The New Lemur

Some people may still prefer doing initial editing on the desktop app, but it’s hard to imagine anyone will complain about at last being able to make adjustments on mobile. And if you do want to start from scratch, you can do that, too. The new Lemur app, editing away.

You have complete access to widgets and parameters. And, as you can see, by using iOS-native UI components, Lemur makes sure those editing tasks are fat-finger-friendly.

LiveControl 2.0

A new Ableton Live controller template will be available as a free download early in 2013, says Liine.

Info on the updates:
http://liine.net/en/products/Lemur

http://liine.net

Podolski is a Free, Full-Featured Virtual Analog Synth Plug-in from Urs Heckmann [Mac, PC]

Delivered... Peter Kirn | Scene | Tue 18 Dec 2012 7:53 pm

Any instrument from software maestro Urs Heckmann seems worth a mention. This one, doubly so: it’s free.

Podolski isn’t new; it has made appearances through the years in the excellent German-language magazine KEYBOARDS (no relation to the US Keyboard). But now, it’s available for everyone, with some nice updates and modernization and versions for just about any Mac or Windows host (or Linux, via WINE).

Now, even if we’re talking only free plug-ins, there are a lot of virtual analog synths out there. But this one is special: it’s got the great sound of FilterscapeVA, and waveform morphing and short “Click” filter attacks.

Specs/highlights:

  • One oscillator, one filter, one envelope, two LFOs (though sometimes just those kinds of restrictions – rare in software – can be nice)
  • Arpeggiator/sequencer, as seen in Zebra
  • Chorus effect
  • Delay effect
  • Click parameter for short filter attacks
  • Three waveform morphing with WaveWarp
  • New presets by Howard Scarr
  • New skins (brown and blue)
  • New English-language manual
  • Mac: VST2, VST3 or AU, 32- and 64-bit
  • Windows: VST2 or VST3, 32- and 64-bit
  • Automatic installer for Mac and Windows

http://www.u-he.com/cms/podolski

Thanks to Jan OS on the Facebook Synth Experts Group for the tip!

Here’s a look at that arp and some of the other features packed into this gem:

Chroma + Gris-Gris: Sequence Live with Anything, Then Let the Synth Run Wild [Reaktor]

Delivered... Peter Kirn | Scene | Wed 5 Dec 2012 9:40 pm

Chroma and Gris-Gris are a beautiful pairing, a performance-savvy sequencer and a “monster” monosynth. If the release of the OSC implementation we dreamed of in Reaktor wasn’t enough to make you dust off NI’s modular flagship, this will surely do the trick. It’s the work of Montreal-based Reaktor guru Peter Dines, veteran CDM contributor and one of our favorite patchers anywhere, on any platform, for his eminently-practical, sonically-lovely creations.

And just as the Chrome sequencer goes nicely with the Gris-Gris synth, the whole thing comes alive with Reaktor’s new OSC implementation, letting you perform sequences – alone or in public – with a variety of inputs. So, in addition to mouse (which works quite well, in case you’ve only got your laptop handy) and MIDI, you can fire up OSC. That means Konkreet Performer, TouchOSC, and Lemur on the iPad/iPhone/etc. all make gliding through sequences from your fingertips a joy.

In fact, Peter says Konkreet Performer is his favorite. I think if KP hasn’t won over everyone’s heart, it’s probably because you need the right patch to match its alien, futuristic abstract interface – and this could be that, as seen as Peter uses the two in the video here.

For its part, Gris-Gris has legato and glide features that combine with Chroma, plus great-sounding virtual analog mono sounds with “flux controls” for adding a bit of chaos and morphing. There’s a dedicated filter LFO, too – listen via SoundCloud below.

The whole package is tuned for plug-in operation as well as standalone says Peter. (Good call.)

Check out the sounds and Konkreet Performer – performing.

US$24.99; requires a full copy of Reaktor. Full details and interface guide:

Chroma and Gris-Gris: Sequenced Monster Monosynth

(We dreamt about proper OSC happening, and it happened. Maybe now we can dream about Reaktor Player support for the amazing Reaktor community, somehow? Well, we can dream, anyway.)

Sensomusic Hollyhock: An Open-Ended, Modular DAW from Usine Makers, Now Mac + Windows [Beta Preview]

Delivered... Peter Kirn | Scene | Wed 5 Dec 2012 6:21 pm

What if your DAW were completely open-ended and modular, allowing you to send audio and control anywhere, and control from any device – including touch? Now Windows – and Mac users – find out.

Driven by musicians’ need to do a lot of the same things, and expecting certain ways of doing those things, DAWs have traditionally been mired in the same molds. Sensomusic Hollyhock, an upcoming DAW from the makers of Usine, promises to be genuinely different. Like Usine, it’s built around an entirely open-ended, modular environment – you can patch together only what you need, and can patch together just about anything. But building on Usine, Sensomusic have created an entirely rewritten app, with new audio engine, rebuilt interface, new MIDI management, and, among other things, cross-platform 64-bit support for Windows and the Mac.

Public beta comes early next year, with a preorder now (for those hard-core Usine fans, I presume). But what we can see already looks promising.

One thing I really like about Bitwig Studio is the idea of having any device be a patch – so the entire environment can be customized. But Bitwig says they won’t have public access to that functionality in their first version – and even the first version is promised only for some time in 2013.

Building on their existing modular app, Sensomusic might get there first. And they offer uniquely flexible input from hardware.

Highlights:

  • Arbitrarily route audio, MIDI, and even stuff like cameras, joysticks, or the Nintendo Wii remote, right in the device window. (Other apps have tried similar things, but generally requiring scripting or Max patches or the like.)
  • Drag and drop devices and inputs and create multiple instances of a device. (Remember, everything here is essentially modular.
  • Each device doubles as a patch, with subpatches for different levels.
  • Record anywhere – even with quantization.
  • VST (Mac/Windows), AU (Mac) plug-in support, video support, and even Freeframe plug-ins for video – this is shaping up to be a fully modular audiovisual environment.
  • Workspaces, playlists for workspaces, Start page…

The rack is reminiscent of what you’d see in, say, Ableton Live – but get in there, and you can route any control or audio you like.

A lot of what you get does come from Usine, or iterates on that tool, though that could be a good thing – there’s a long experience of development and user feedback here. In fact, if Usine did nothing other than come to the Mac, it’d be news. Now, it’s I’d say fairly big news. (My only complaint: I just wish that UI could get some added polish. Minimal is great, but this is … well, awfully minimal. The functionality is great, though.)

And that brings us to the beautiful automation features, physics, and touch – all building on the stuff that made Usine cool in the first place. That’s best seen in videos, not bullets, so see below for some of my favorites.

Mac users are going to wish for a touch display. (An external display could be one way to go.)

In Hollyhock, each device is also a patch. That will eventually true in Bitwig Studio, its developers say, but it appears Hollyhock will get their first. Here’s a compressor. (I hope the similar discussion in these two tools means more modular goodness, generally!)

Patching interface – there if you want it.

New browser functions, modules.

One tasty sampler with zoom abilities – especially nice with touch.

Complete details from developer Olivier Sens:
http://www.sensomusic.com/wiki/doku.php?id=products%3Ausine_hollyhock

Special preorder price, at a discount, including beta access, and double the free updates (2 years instead of 1), as well as a chance to influence the design: 119€, or upgrade 49€.

Finger-Drumming Video EP: Three Tracks, Played Live on MPD24, Zynewave Podium

Delivered... Peter Kirn | Artists,Scene | Mon 3 Dec 2012 5:05 pm

We live in an age of finger drumming virtuosos, where drum pads are instruments. And so, while much of production is anything but real-time, here it makes perfect sense for three tracks to have accompanying live videos. The songs are each performances, something to be seen as well as heard.

Peppered with samples from Bollywood, the EP Sacred Sounds is due out December 23 from Detroit-based producer/rapper JUST Muziq aka Lion. The artist says it’s a “controllerism-inspired” EP release, with music videos for each track showing off the connection of fingers to composition.

Lion’s work is notable here, too, in that it uses some less obvious tools. While people eagerly point to something like Bitwig Studio, which looks promising but isn’t even publicly in beta yet, here the less-known Zynewave Podium performs all kinds of nice production tricks for US$50 – and it’s available now on Windows. Podium’s object-based, performance-friendly environment seems to work just fine for Lion. For sampling, he turns to the amazingly-deep, now completely-free Shortcircuit. So, let’s run up the costs here: one Windows PC, one Akai MPD24 controller (under $200 these days), one $50 host, one free sampler. Not too shabby.

More on Podium:

Podium is a modern production host that integrates audio recording, VST plugins and external MIDI and audio gear. An object based project structure allows for advanced media and device management.

Feature highlights: Hierarchic track layout, integrated sound editor, surround sound, spline curve automation, 64-bit mixing, multiprocessing and a stylish and customizable user interface.

But back to the music – proving that ultimately those tools can disappear:

“Different Game”:

“Ways Like Fire”

“INM (Incidental Nod Music)”

(Embedding not working for me at the moment, so head to the video directly.)

Nice stuff. Find more:
http://www.justmuziq.com

And yet again, put your hands up for Detroit.

Get Started with Reaktor + Reaktor Player + TouchOSC, Lemur: Open Source Templates [Exclusive]

Delivered... Peter Kirn | Scene | Thu 29 Nov 2012 10:03 pm

Got a copy of Reaktor 5, perhaps via Komplete, or an instrument or effect based on Reaktor (running in Reaktor Player)?

Got an iPad, and want to start touching sounds with OSC?

Great! We’ve got some powerful tools and references that will make it easy to get going – and, for those who want to peek under the hood, can yield some nice tools for your own creations.

Actually, maybe “un-exclusive” is the best way to describe this. In addition to official references from Native Instruments on how to use the tools, developer Clément Destephen has built templates that make connecting Reaktor patches to popular iOS touch apps easier and deeper. Clément’s day job is at Native Instruments here in Berlin, but working with Clément, we’re glad to say that he has made the templates available under a GPLv3 license. That means you’re free to use them, learn from them, modify them, and share your modifications. (Patchers, you can even “fork” the project on GitHub if you have ideas for what to do with them.)

The templates are richly powerful for working with TouchOSC and Lemur, two of the most popular control apps. But before we get there, let’s start with NI’s official guide to using OSC in Reaktor.

Setup Guides

Your first reference should be the general MIDI and OSC mapping guide – and, in fact, MIDI mapping has improved greatly in this release, too:
How to map MIDI and OSC controllers in REAKTOR 5.8

There are specific guides for two apps, though, in TouchOSC and Lemur.

How to set up TouchOSC with REAKTOR 5.8 (Mac)

How to set up TouchOSC with REAKTOR 5.8 (Windows)

How to set up Lemur with REAKTOR 5.8 (Mac)

How to set up Lemur with REAKTOR 5.8 (Windows)

While specific to those tools, these instructions are reasonable guidelines for other software, too.

Check the developer sites for those two apps, as well:
Hexler’s TouchOSC

Liine’s Lemur

Go Deeper with the Templates

If you do have TouchOSC or Lemur, Clément’s templates serve a number of purposes. Used as-is, you get templates that take common layouts of controls and make them easy to map to parameters. Using embedded panel object sends and receives, you can route controls to wherever you like.

Secondly, you get a set of nice objects that allow you to adjust interpolation curves.

Go a little deeper in Reaktor, and it keeps getting cooler. Those interpolations are each saved in snapshots. That means you can create a set of performance snapshots that each let you dial in control of certain parameters – a particular part of a filter, for instance, for one section, then a larger filter area with a different grain size with another.

When you’re ready to build your own performance layouts, all of these features are built into well-organized, easy-to-use macros you can drop into your own Reaktor patches. Even if you’re a relative novice working with Reaktor, they’re logical enough that basic copy-and-paste patching skills will be enough for you to get use out of them.

Using internal MIDI, you can easily combine this with drumpads and keyboards, too.

Out of the box, there are ensembles set up for the StudioCombo – using instruments Junatik and SpaceDrone (with Lemur) and Beatmachine with the MemoryDrum2 drum machine (with TouchOSC).

Download

If you’re comfortable using GitHub, head to:
https://github.com/clement-destephen/Reaktor-OSC-Templates/

If you just want the download, grab it here as a cross-platform zip with all the files you’ll need:
Reaktor OSC Templates

This seems just the start. Clearly, a lot of the Reaktor developer community is going to be all over this, having already worked hard to hack OSC control support in the previous Reaktor versions.

Let us know what you think, do share what you create, and have fun out there.

QuNexus is Touch-Sensitive, Tilt Mini-Keyboard with CV, MIDI, OSC, as McMillen Returns to Kickstarter [Q+A]

Delivered... Peter Kirn | Scene | Thu 1 Nov 2012 3:09 pm

A fully-functioning QuNexus prototype. It may look like the pads on the QuNeo, but Keith McMillen tells us new sensor tech should be more friendly to keyboard technique. And the fact that this is real hardware is important – Kickstarter has recently revised its rules. A look at the new hardware – and actually delivering on Kickstarter – as CDM talks to Keith McMillen.

Can a compact controller not only shrink the conventional music keyboard, but transform it, too? The layout on the just-announced QuNexus is something familiar to keyboard players. But the QuNexus assumes some new ways of playing, with keys that sense pressure and an instrument that you can tilt. Following in the footsteps (fingertaps?) of Keith McMillen’s QuNeo, the QuNexus is built around a custom-engineered set of pressure-detecting, touch-sensitive pads. But whereas previous hardware used USB for MIDI and high-resolution OSC (OpenSoundControl), the QuNexus adds Control Voltage for modular and vintage lovers, too.

The QuNexus returns to Kickstarter for crowd-funding production, a technique that raised quite a lot of money last time – and a desire to ship more quickly has even sent KMI staff to China to check suppliers first-hand – but more on that in a moment. First, a look at the hardware:

25 LED-lit “Smart Sensor” Keys with Pressure, Tilt, and Velocity
Polyphonic Aftertouch
6 Octave range
Pitch Bend Pad
2 CV/Gate Inputs
3 CV/Gate Outputs (16-bit)
Blue and White LED Illumination
14 oz, 3.5″ x 10″ x .5 ”
USB-powered, no drivers needed (Mac, PC, Android and iOS)

At first glance, this all looks just like another QuNeo with a different layout. But the QuNexus, says its makers, features new sensor technology specific to this method of playing, and the addition of Control Voltage could reshape the target audience. I also know that everyone who plays with their QuNeo and SoftStep products is impressed by just how thin, light, and compact this gear is, which could set it apart from some alternatives. The challenge for QuNexus could be competition both from KMI’s own QuNeo (and its more-capacious control layout), and ever-affordable conventional MIDI keyboards. While old-fashioned keyboards are bigger and lack the cooler features here, keyboardists are of course quite comfortable playing them. But there’s some potential here for people wanting something ultra-compact and with some different sensors; Keith McMillen himself talks about what that might be, and you can get a basic feel in the video.

The test of that market is now, as KMI again uses crowd funding to launch the project.

Kickstarter, Take Two

Behind the scenes: KMI shares some imagery of the creation process for their new hardware. Seen here, from top: a 3D-printed enclosure, the circuit board. Photos courtesy KMI.

Keith McMillen today is both announcing the QuNexus and an accompanying Kickstarter campaign. That will likely rekindle a discussion of crowd funding as a model, for KMI and beyond. For all the exploding popularity of Kickstarter, the fundamental model – backers providing money before a product ships – has caused some friction. Specifically, KMI faced backer backlash when production of the QuNeo was heavily delayed by a supplier problem.

DJ Tech Tools published a must-read article on the history of QuNeo’s bumpy crowd-funded ride, in an in-depth story by veteran music tech writer Kylee Swenson:
Creating DJ Hardware With Kickstarter: The Right Move For KMI’s QuNeo?

The tale of that one supplier breakdown is one that hits close to home for me, as CDM collaborates with engineer James Grahame on the MeeBlip. [Full disclosure: CDM is now readying a Kickstarter campaign, unrelated to hardware, and ... yes, we're also a manufacturer.] I liked this quote by Keith in Kylee’s article:

It brings into question the ethics of manufacturing in China. “It’s a land of great expansion,” McMillen says:

“It’s like the Wild West, and you’re gonna run into problems. Some of the stuff that goes into the QuNeo can only be built there because they have the most sophisticated machinery. If I tried to build this stuff in North America, it’s not even possible. So as a nation, we got ourselves into this, and there are pluses and minuses.”

MeeBlip is produced by a Canadian business and a German business, but this relationship to China still holds. And even simple parts like knob caps are often available in flexible quantities, greater varieties, and significantly lower costs in China. Dealing with China means dealing with suppliers over great distances and across language barriers, and quality and reliability can be wildly variable.

In China or locally, suppliers can break down, ship parts with flaws, and ship late: this is simply part of the reality of manufacturing. (I’ve gotten a crash course in that phenomenon with my first two years of involvement in custom manufacturing on MeeBlip. Ask me over a drink some time, or stick around – at some point, I hope we’ll get to talk more about our experience.)

The challenge with Kickstarter is that your relationship to the project isn’t as a buyer, but an investor. When you buy a product, any supply chain wrinkles have been absorbed in advance. Even most preorders will not take your money until they ship. When you’re a Kickstarter backer, you’re investing in a product, which means sharing some of the risk. QuNeo isn’t alone by any means. Kickstarter recently updated its terms of service, including changes like requiring imagery of actual prototypes and not mock-ups, and requiring projects to detail challenges they might face. From their blog:

Kickstarter Is Not a Store

The payoff is, by getting backers from the market for a product, it’s possible to take risks on products that otherwise might be impossible. QuNeo was and is something different, with original engineering from a small maker. You need some sort of capital to do that, regardless; in this case, the investor is you. And investment involves risk.

CDM talked to Keith McMillen himself about the project, to understand his design goals and what he’s learned as he takes Kickstarter for a second go-around.

Interview

CDM: Is there a pricing model in place for this?

We are thinking $200 list and ~ $150 street. This is similar model as we did for QuNeo and everyone was happy with it.

The QuNeo Kickstarter campaign was a success from a funding standpoint. But it also came under some criticism for shipping delays – which, in turn, have been an issue with Kickstarter campaigns more generally. How are you responding to new Kickstarter guidelines in terms of deliverables?

Here are the answers we gave to Kickstarter on this exact topic – many address your questions:

This is our second Kickstarter project and here are some of the things we have learned from our past experience, and feel that we have improved for this campaign.
1. We have identified a strong set of vendors for our components. We’ve sent KMI personnel to our Chinese factories in order to supervise and oversee production. These relationships are functioning smoothly and provide us with high quality products on a regular basis.
2. We have structured our reward levels to better track foreign and domestic backers.
3. We’ve established a system for improved communication with backers. This includes more regular updates and better monitoring of messages and comments.
4. This project is far enough along in design and realization where we feel confident we can deliver in a timely manner, even with potential bumps in the road.

Are you able to assure people that you’ll be able to ship product more quickly in this case than with QuNeo?

Yes. The delay for QuNeo came from one component supplier who would not admit they had made faulty product. Since we were talking 350,000 parts they were very slow to respond, and it took us a while to find a new supplier that could source in quantity. We now buy all of our components from approved, known-good vendors, and all of the components in the QuNexus have good second sources. I am confident we will hit our schedule.

You spoke about some of the challenges of hardware vendors in China. But given that unpredictability, does that simply weaken the incentive for doing preorders? That is, if you’re buying an already-manufactured product, then quality and availability concerns remain in the hands of the manufacturer, not the buyer, right? Or, is there an incentive here to fund a product that wouldn’t exist otherwise?

I think there are several incentives to back new projects. We made a lot of decisions on QuNeo’s behavior based on user input and suggestions. Kickstarter supporters are a pretty savvy group, and caused us to include functionality and compatibility we probably would not have been able to consider without their help. Backers get to have input at a really ideal time. The basics are in place so it is not a pie in the sky discussion, but the firmware and support software is not set. People can imagine what they want to do with the new instrument and can communicate that to a receptive design group.

And we are a small company doing original and, I feel, important work in the nascent field of musician – computer interface. Ideally we would be supported by a benevolent monarchy or an eccentric millionaire, but we are doing this out of our personal need for better and more responsive instruments. Kickstarter is a fantastic way for people to express their support and enable new musical modes.

Apart from CV input and output, what’s the advantage of this versus the QuNeo – that is, might some people simply map pitch to the QuNeo and be happier with that, given more controls?

First of all, the sensor pads are different from QuNeo. The QuNexus keys have grip while the QuNeo keys slide. This grip transfers the player’s gesture to the sensors in a more piano like manner. Even though the keys are not conventional, all of the players have said QuNexus plays faster, and with more certainty, than any of their other controllers. It is a different instrument for different purposes.

Secondly, I have made a lot of violins, but never felt that one of them could substitute for a guitar. If you have keyboard skills already or want to learn to play, the QuNexus is satisfying and inviting.

Speaking of QuNeo – what’s the state of this project? At this point, there’s no backlog of hardware? Is demand still high, and do you anticipate it will remain so with this new launch?

Demand is strong and growing. We have shipped several thousand QuNeos after sending out units to our Kickstarter backers. Reviews are coming in and have been positive to rave level in response. From one of the articles: “There’s a new level of control available through this device which we feel is the start of a new era in digital music control.”

Most people have never seen or played a QuNeo. When they do, the take-up is very fast, and people get their lights flipped on when they can use a single gesture and get a complex response. After a few minutes they wouldn’t want it any other way—it feels sensible.

I expect the new Kickstarter campaign to appeal to a wider range of players and shine a light on the possibilities of all of our new generation of musical instruments.

Thanks, Keith. We’ll be watching.

QuNexus Smart Sensor Keyboard Controller

http://www.keithmcmillen.com/

Endeavour’s Evo, Touch-Sensitive Keyboard, Reimagined, Now From EUR499 [Gallery, Videos]

Delivered... Peter Kirn | Scene | Thu 1 Nov 2012 2:15 pm

Endeavour’s evo keyboard closely resembles a conventional music keyboard controller. But its piano-style keys and high-performance internals are custom engineered from the ground up for additional expression. High-speed connections mean lower latency than is possible with MIDI, and touch- and pressure-sensitive keys allow additional ways of adding to a performance, all in an aluminum case hand-built in Germany.

I was impressed playing the keyboard at Musikmesse earlier this year, but cost put this innovative instrument out of reach of many would-be experimenters. Now, as the product matures, pricing is coming down to Earth. A 24-key version – perhaps just fine, given this novel input approach – starts at a reasonable 499 € (VAT included). That’s not an impulse buy, but it’s less than many mass-manufactured keyboards, and this is something quite different.

introducing the evo from endeavour on Vimeo.

We get to take a look at the beautiful, new half-sized keyboard in the gallery here. It’s otherwise got the same guts as the original 48-key model, which is now at 999 €. Endeavour tells CDM they’re still working on hardware research, so we might expect new things in the future; consider this the beginning.

Half the width now also means half the price of the bigger sibling, opening up the hand-built Endeavour to keyboard experimentation. All images courtesy Endeavour.

In the meantime, they’ve significantly overhauled the software that comes with the evo. If you really want, you can take all that low-latency, high-resolution data and then dump it as MIDI on a conventional soft synth. But to fully exploit all the additional expression data, you need custom software. Endeavour has worked with Max/MSP to make that happen. (See videos of the “dump it to MIDI” and “use a custom synth” approaches, below.)

Plug and play an Ethernet cable, and you can now work directly with the evo on Mac or Windows. (Previously, software was Mac-only; most of the software is out for Windows now and the MIDI support and standalone synth will be available within two months, says Endeavour.) Endeavour’s own evosizer synth works standalone, via ReWire, or in Ableton Live via Max for Live. If you do use Max/MSP standalone or Max for Live, you can also work directly with the externals in your own patches. The software is free and open source. (I’d love to see a Pd port, for embedded and Linux applications. Just need to get a talented Pd coder one of those evo keyboards, I think.)

If you’re interested in learning more about the technology here, there’s now an overhauled website to explore. It’s an interesting read even if you really aren’t in the market: there’s an extraordinary amount of engineering behind this design. (Okay, yes, the phrase “over-engineered” did come to mind – but for an instrument, that can lead to some fascinating places. Over-engineered in a good way.)

http://www.endeavour.de/

evo and Max/MSP:

the evo – Native Max/MSP Support from endeavour on Vimeo.

And more conventional MIDI:

Standard MIDI Synthesizers and The evo from endeavour on Vimeo.

Endeavour’s Evo, Touch-Sensitive Keyboard, Reimagined, Now From EUR499 [Gallery, Videos]

Delivered... Peter Kirn | Scene | Thu 1 Nov 2012 2:15 pm

Endeavour’s evo keyboard closely resembles a conventional music keyboard controller. But its piano-style keys and high-performance internals are custom engineered from the ground up for additional expression. High-speed connections mean lower latency than is possible with MIDI, and touch- and pressure-sensitive keys allow additional ways of adding to a performance, all in an aluminum case hand-built in Germany.

I was impressed playing the keyboard at Musikmesse earlier this year, but cost put this innovative instrument out of reach of many would-be experimenters. Now, as the product matures, pricing is coming down to Earth. A 24-key version – perhaps just fine, given this novel input approach – starts at a reasonable 499 € (VAT included). That’s not an impulse buy, but it’s less than many mass-manufactured keyboards, and this is something quite different.

introducing the evo from endeavour on Vimeo.

We get to take a look at the beautiful, new half-sized keyboard in the gallery here. It’s otherwise got the same guts as the original 48-key model, which is now at 999 €. Endeavour tells CDM they’re still working on hardware research, so we might expect new things in the future; consider this the beginning.

Half the width now also means half the price of the bigger sibling, opening up the hand-built Endeavour to keyboard experimentation. All images courtesy Endeavour.

In the meantime, they’ve significantly overhauled the software that comes with the evo. If you really want, you can take all that low-latency, high-resolution data and then dump it as MIDI on a conventional soft synth. But to fully exploit all the additional expression data, you need custom software. Endeavour has worked with Max/MSP to make that happen. (See videos of the “dump it to MIDI” and “use a custom synth” approaches, below.)

Plug and play an Ethernet cable, and you can now work directly with the evo on Mac or Windows. (Previously, software was Mac-only; most of the software is out for Windows now and the MIDI support and standalone synth will be available within two months, says Endeavour.) Endeavour’s own evosizer synth works standalone, via ReWire, or in Ableton Live via Max for Live. If you do use Max/MSP standalone or Max for Live, you can also work directly with the externals in your own patches. The software is free and open source. (I’d love to see a Pd port, for embedded and Linux applications. Just need to get a talented Pd coder one of those evo keyboards, I think.)

If you’re interested in learning more about the technology here, there’s now an overhauled website to explore. It’s an interesting read even if you really aren’t in the market: there’s an extraordinary amount of engineering behind this design. (Okay, yes, the phrase “over-engineered” did come to mind – but for an instrument, that can lead to some fascinating places. Over-engineered in a good way.)

http://www.endeavour.de/

evo and Max/MSP:

the evo – Native Max/MSP Support from endeavour on Vimeo.

And more conventional MIDI:

Standard MIDI Synthesizers and The evo from endeavour on Vimeo.

Reinventing the Wheel: Engineering arc2, Digital Instrument from monome Creator [Gallery, Interview]

Delivered... Peter Kirn | Scene | Tue 30 Oct 2012 3:34 pm

Engineering a production instrument is a kind of study in compromise. For mass-produced musical instruments, it’s a fusion of practicality and economics, made affordable by a mass-market supply chain.

What makes the monome creations special isn’t just that they look beautiful; the art isn’t aesthetic only. They are uncommonly uncompromising. They’re designed in such a way that tells a story about materials, one that weaves connections between suppliers – many of them local suppliers – and focuses the experience of the device on the interface. They have the kind of obsessive attention to detail associated with the finest acoustic musical instruments, but they demonstrate digital design can be similarly exacting.

They don’t just add more. Some controllers are expensive just because they have a ridiculous number of knobs and switches, for instance; these are passionately minimal. But they reach a level of total commitment in design.

The beauty you’ll see, but understanding why it’s musically important to have this interface or just why these devices are costly can take more investigation. So, here, we get to look closer behind the scenes with the designer.

The second-generation arc, a controller built around lit encoders encased in glass, metal, and wood, reaches a whole new level of uncompromising design. It might, you could argue, be too much. These are just a set of round encoders, no more; even a previous button-press mechanism is gone, so you instead have either two or four continuous controllers with light feedback. The edition was limited to 50, and sold out as I was preparing this article. But, on the other hand, think about the simplicity of the mechanism of a piano key. It’s “just” a lever. Execution makes it into the instrument we know and love.

And here, execution cuts absolutely no corners. From monome’s self-described specifications – the latest episode in the arc saga we first covered with Brian at the beginning of 2011:

higher resolution: 1024 ticks per revolution. incredibly precise gestural capturing.
custom engineered shaft and bushing, produced by an american scientific instrumentation company. very tight tolerances. no wobble, perfect smoothness.
etched steel light shaper. acid-etched glass. sixty four crisp variable-brightness LEDs per encoder.
low profile walnut enclosure, exposed aluminum sides matching the 2012 edition grids. recessed rubber feet.
there is one change that’s important to note however—encoders no longer support a keypress. this was a long-discussed design compromise and while we appreciate the capabilities of the original edition, we’re very excited for this new incarnation. further discussion on the forum.

Pricing ran (past tense, since they’ve sold out) at $500-800 depending on number of encoders, with additional costs for shipping.

A nice window into what it means to have local suppliers and collaborate with someone like a glass cutter is this message from Brian Crabtree, posted to the monome forums. In this case, their unique supply chain both creates – and simultaneously solves – the problem.

The walnut enclosures are nearly done being finished, they look wonderful.

the fancy bushings and encoder shafts are here in bulk and feel better than we ever hoped.

somehow our circuit assembler mixed up a reel of orange LEDs from 2011 with our 2012 yellow variety. luckily only a dozen or so (i think) are the wrong color. we do order overage and hope these won’t interfere with the last few orders. will have a full inventory soon once i flash firmwares onto 300 boards.

our glass cutter (yes, real glass, water cut) switched suppliers from sandblasted to acid-etched glass. these just arrived and the thickness of the glass is not to specification, hence won’t fit our assembly. the good news is that our supplier took back the parts immediately and is re-grinding them to thickness. hopefully they’ll be back here soon, as it’s holding up production. but the fact that the parts will be turned around quickly after showing up wrong is one of the big advantages of using a local supplier.

as usual our machine shop is behind schedule, but we expect to see shipments arriving within a week.

this is all to say that we regret we’ll miss our oct 12 goal to begin shipping. i’ll post updates here and i very much appreciate your patience and understanding.

in other news i’ve just about completed a big summer project– building out a proper workshop in the barn where all of monome will be moved completely. it’s fully insulated though it’s about to be winter-tested. this edition of the arc may be the first monome edition in six years that hasn’t taken over our dining table at some point.

http://post.monome.org/comments.php?DiscussionID=15264

Tomorrow, November 1, was the expected ship date, though I imagine that will be slightly delayed by Tropical Storm Sandy. As those units start arriving in the hands of arc artists, I wanted to step back and talk to monome’s Brian Crabtree about what makes this creation special. And there’s nowhere better to start than asking about just why people need this sort of encoder expression, musically speaking, in the first place.

CDM: What are some of the works that for you were most compelling on the first arc, in terms of applications?

Rodrigo Constanzo’s Party Van:

Rodrigo’s approach is precisely the approach I imagined using the device myself. The grid allows fast-access manipulation and exploration, the arc for fine-tuning. The arc’s ability to show clear visual feedback follows the same decoupled input/output paradigm introduced with the original monome grid controllers, but with continuous control rather than discrete events.

Matthew Davidson’s Electric Dharma Wheels:

holocene from stretta on Vimeo.

Stretta is one of the few people to share a truly successful arc-only software instrument. It’s a joy to use and sounds outstanding. The high resolution of the arc is particularly well-suited for manipulation of the FM synth he’s created.

I often have to remind myself that there are only 100 units of each size arc (two and four) out in the world. The uses for the device are subtle, and I expect more surprises to emerge with time.

Can you describe the engineering goals of arc two? What was the experience like designing this stuff yourself from scratch? It clearly goes well beyond what a lot of us (my own projects included) do, in that we tend to work more with off-the-shelf components.

The primary component with the arc is a very high-quality encoder; the feel of the device is very important given its hyper-minimalism. We felt we could improve on the original by not using an OEM component and, as a result, began delving into unfamiliar engineering territory.

An optical encoder has no electrical contacts– it’s a code wheel attached to a rotating shaft which is read by a reflected LED. There’s no noise, even at incredible resolutions. We sourced higher-resolution discs and designed a circuit board with some strict mechanical parameters.

We didn’t want any play in the knob, which meant we had to design a shaft and bushing pair with much better tolerances than those typical of machine shops — we ended up using a precision scientific instrumentation company in New Jersey. After a few more technical discoveries, we’re very satisfied with the results.

We’re again using cut glass. We discovered another company which acid-etches sheet steel, which we used for shaping the LED rings. The walnut is still from Pennsylvania, and the overall design matches our recent edition of grids.

The entire process turned out not to be so financially reasonable. I don’t expect to make a lot of these devices (we’re made just 50 of each this time around), but I feel a very strong commitment to making the best work we can manage.

Massive amounts of custom engineering go into arc2 – astounding for an independent designer – from local wood cases to custom glass, metal, and electronics that enable the original high-resolution encoder. Photos courtesy monome for CDM.

I’ve spent some time talking to [serialosc engineer] William Light about this – can you share a bit of what you’ve done making OSC [OpenSoundControl] find and work with multiple devices?

Our main progress over the last years has been dealing with OSC discovery. [Ed.: this is the process of how to find devices communicating over OSC automatically, rather than having to key in IP addresses manually and the like. It's important that it work with multiple devices, as someone might use a monome and an arc, or a couple of monomes.]

Initially we found a lot of promise in [zero-configuration / auto-discovery protocol] zeroconf/[Apple] Bonjour given it’s built-in to Mac and Linux. Windows gave us a lot of trouble: it works, but any number of setups can interfere with its operation, and tracking down these tiny problems can be tricky. The other major issue is that most audio-visual environments just barely adopted OSC; zeroconf is probably asking too much. we adapted a Max/MSP external that works well, but that’s the only option outside traditional programming languages like C or Python. Furthermore, zeroconf has no official support in the OSC spec and developer community.

A way around this was to have serialosc (our device-OSC router) spawn its own information server, a port where messages can be exchanged to query the current setup. It works in place of zeroconf (though zeroconf is still built in), where an application can subscribe to future updates in device configuration changes, for example.

I see this as a first experiment in friendlier auto-routing of OSC data. Even for non-device-centric OSC data, it’s an interesting model for parameter auto-discovery and cross-application awareness. Of course, we haven’t created a standard, so there’s not something to directly hook into, but the ideas are there to explore. We’re excited to see where it goes from here.

So, anticipating the question of people impressed by arc, when might we see another edition?

As with all of our editions, we determine demand as we go. If enough people are seeking these devices, we’ll certainly make more.

monome.org

3 Things You Can Do in Ableton Live Now: Modulation, Dual Displays – Sorta, Pressure Grids

Delivered... Peter Kirn | Scene | Tue 30 Oct 2012 12:49 pm

The Ableton Live 9 beta is trickling out, but not officially released until next year. Ditto that saucy new Ableton Push controller. And some users are complaining about things that aren’t in the feature list for Live 9.

Waiting’s no fun. Let’s do stuff now. Here are three examples of things you can do right now, today, with your current version of Live. In fact, all three wind up being applicable to Live 9, too.

1. Modulate anything. First, I’ll start with my favorite. EXT, at top, is a free Max for Live device that does modulation. Unlike the new default LFO, it uses steps, a kind of modulation step sequencer. You can assign that modulation to any parameter in Live for rhythmic control of your whole set. In a cool twist, you can also trigger each step manually by playing it, in case syncing everything to clock is getting too mechnical and dull.

(I wish on these free devices that developers would use open source licenses; it’d be fun to freely remix this into a third mode for continuous LFO-style modulation.)

http://k-devices.com/shop/ext/ [free]

2. Make use of a second (or third) display. Next, via comments, an illustration of how to kinda sorta make Ableton Live work in a multi-monitor setup.

Live user jamief, on the Ableton forums, is pretty serious about multiple monitors. This, of course, isn’t quite what most of you have in mind: Jamie is taking the whole Live window and stretching it across the displays. Since Live doesn’t have a detachable mixer or arrangement window (like Reason), or a multiple-windowpane view that allows you to show displays side by side (like many, many DAWs), you can still only look at Session or Arrange singly. This seems to me easy to fix. Ableton already has panes that open and collapse. Barring a change that would allow side-by-side views, there could be a New Window option for multiple views. On the other hand, this is a “things you can do right now” story. And Ableton’s design decision means you focus on one workflow at a time – either the non-linear Session view or more traditional Arrange. That still has some advantages, and I can imagine appreciate the stretched view.

Jamie, for his part (her part?) does. He’s ordered three new 40″ (100 cm) displays for an even bigger view. That’ll come in handy with curved envelopes and Session Automation next year when Live does arrive. Discussion:

https://forum.ableton.com/viewtopic.php?f=1&t=157174

3. Use a pressure-sensitive, light-up grid for playing and modulation. Just before Live’s new release, Keith McMillen Instruments released this video of their QuNeo touch controller modulating Live with pressure. It means Push-style control you can get right now, cheaper and lighter.

The set you see is available for download:
http://files.keithmcmillen.com/downloads/quneo/QuNeo_AbletonUnderPressure_set.zip

Despite the cost and size advantage of QuNeo, I do generally prefer Push’s appearance, pads, and greater control options. But readers are already imagining a smaller version of Push. (Push jr.? Push mikro?) QuNeo essentially is that now. I’m curious: readers, how do you view the relationship of QuNeo and Push?

So, there are three things you can do without waiting for new hardware and/or software. Got more? Send them our way. Now I want to go play with Ext.

CDM Live 9 coverage: http://createdigitalmusic.com/tag/live-9/

Interview: Mark Wherry, Man Behind Hollywood’s Digital Musical Instruments, Hans Zimmer Collaborator

Delivered... Marsha Vdovin | Artists,Scene | Fri 26 Oct 2012 4:33 pm

Not available in stores: the custom touchscreen solution, running an original sampler, that turns Hans Zimmer’s musical ideas into reality. Mark Werry is the person who made it all possible.

Computer innovator Alan Kay famously said, “The best way to predict the future is to invent it.” Mark Wherry is doing as good a job as anyone of inventing that technology. Powering scores from the latest Batman films to Inception, working closely with Hollywood’s leading meastro Hans Zimmer, the work Wherry is doing really does invent instruments in order to invent sounds. New samplers, new touchscreens, new rigs all have to come together just to keep up with the feverish sound design demands of film and game titles. And with sophisticated surround delivery, at a time when studio veterans complain about the loss of “fidelity,” these sounds get heard more clearly than anything in the history of recording.

And yes, he does all of this with his own code, and big using Windows touchscreens – no iPads in sight.

Our own Marsha Vdovin talks to Mark about his work and career, in a way I think will be aspiring to budding technologists and musical dreamers alike, whether trying to break into the industry or find a breakthrough new instrument in your music. -Ed.

CDM: What exactly is your position there at Remote Control Productions?

Mark: I have a rather grandiose job title: Director of Music Technology. That’s meant many things over the years, but what it means at the moment is developing our own sampler, touch screen software, networked audio and MIDI systems, and all these kinds of toys in the technological realm to assist in the creative workflow.

Wow, that’s a great position to be in, how did you get into this job?

Well, it was funny, most people are interviewed by their prospective boss for the job, but I sort of did the opposite. I was working for Sound on Sound [magazine] in England and I did an interview with Hans [Zimmer] back in 2002. I was also working on a Cubase book at the time and just thought, since he was probably the world’s most prolific Cubase user, I’d try e-mailing him to see if he’d be interested in writing the forward. That was just around the time when Cubase SX had come out, and he said he hadn’t really had a chance to play with it that much, but it sounded like I knew what I was doing, so maybe I could come out and show it to him. So I did, and I guess we must have got on okay. A few months later, I ended up moving over full-time to work with him, and, of course, once I was here I never had time to actually finish the Cubase book.

Can you describe the systems there and how you’ve worked in the custom software?

The main sequencer that Hans uses is Cubase and has been for the last twenty years or so. We’re mostly Windows-based now, which I think people often find surprising. All the samplers are Windows. The only Macs we really use are for running Pro Tools, and that’s more of a legacy thing. I think it’d be interesting to see if we could go to Windows for Pro Tools as well, because it gives you a bit more freedom in the kind of hardware you can use, especially since it’s sort of unknown what Apple’s long-term plans are for the Mac Pro.

Each rig usually consists of a sequencer, and then we have about fourteen computers that run our custom sampler. These are all Dell servers with between 24 and 64 gigs of RAM, dual processors, and 8 to 12 cores — fully decked-out systems. Then we have a couple of mixer computers that basically collect all the audio from the samplers, mix it together over the network, and then that goes into a big Pro Tools system via a normal audio card. We always have as many interfaces as it’s possible to have. In fact, we’ve been running 160-input systems for the last few years, and now we’re looking to move to Pro Tools HDX because 160 inputs are just not enough!

That’s quite a system!

Well, almost all of the custom sounds run in quad, which eats up resources very quickly. That suddenly divides your input count by four, so we really do need lots and lots of inputs. There’s a great deal of sub-mixing that goes on before we even get into Pro Tools, which means that printing synth tracks just takes ages now, since we can only record so many tracks at a time and we need the separation.

How are you moving all that audio around? What type of audio interfacing?

We tend to use the RME stuff as much as possible and have done so for years, mainly because they’ve always had the most reliable drivers. These days we’re mostly using the MADI cards, so it’s MADI from the sequencer into Pro Tools, and MADI out of what we call the NetMix computers that run the sampler audio output.

A view of the original software that keeps the sounds coming.

You also mentioned that you developed some touch screen technology?

That’s another element of the way we work. We’ve been using touch screens since 2004, starting off with a little Windows CE panel that had buttons to do shortcuts for Cubase. We gravitated to an XP-based system in ’06, and then, recently, for The Dark Knight Rises we’ve just put in a really nice 22-inch 3M multi-touch screen that runs with Windows 7. You can create all sorts of faders, shortcut keys, and little sequence oriented things. Originally, some people said, “Why don’t you just use the iPad for this?” And although the iPad’s really nice, it’s quite a small display if you want to have a lot of controls visible at once.

What program is running the touch-screens?

That’s another program I wrote. It’s written completely native for Windows 7, supporting multi-touch and Direct2D for the graphics, so it looks quite pretty. It was written from scratch, and while this new version is a little rough around the edges, one of the advantages of doing this in-house is that it doesn’t have to be as polished as it might be for commercial release. We don’t have to focus on every feature that might be needed by users. We can just focus on the one user — who does tend to be rather demanding anyway, but…

It seems that would really add to productivity.

Oh, yeah, Hans just loves having it. Part of it has shortcut keys for Cubase, and some of the controls are for the samplers. So rather than doing key-switches on the keyboard for changing articulations, like short strings or long strings, it’s all on the touch screen, which makes things a little clearer and easier to see what’s going on.

It’s also used for the different fader controls that we have for the various instruments, because one of the other things about the sample library is that it was recorded as a multi-mic library from the very beginning when we started on the new one in 2004. When I say multi-mic, I mean it was 16 microphones wide. The point being that we could run the sample library exactly as it would be if it were a real recording. Of course, as time has gone on, we’ve added more and more mic positions to the whole thing. I think now we’re recording with something like 33 microphones.

If we had enough computer power, we could actually run the whole library 33 channels wide, though that would be a bit of a nightmare. But what we can do, which is sort of fun, is to take our 33-channel instruments and do bounce-downs within the sampler. We usually bounce to around seven or eight channels, so that each sampler voice is seven or eight channels mixed into quad.

Because of the complexity of the mic positions and the way that the instruments are handled, there are a lot of controls, so it’s nice to have a touch-screen in front of you rather than having to click around with the mouse, and trying to remember which MIDI controller does what. Sometimes Hans spends a long time moving things around on the screen, trying to come up with the most ergonomic workflow.

I know Hans previously used GigaStudio, is the new library based around that?

No. We used to rely on GigaStudio, but when we got to the end of ‘06 and were just starting on Pirates of the Caribbean 3, Hans wanted to use some of our new sounds. Some of them had been programmed as Giga instruments, but it would take a really expensive computer just to play back just the short violins, because, at the time, Giga was 32-bit and didn’t support multiple cores. In fact, at that time, there were no 64-bit, multi-core samplers available.

We tried a whole bunch of things, like using GVI within a multi-core host, but because it couldn’t see the memory of the other instance, there was no way of doing what we needed to do without making the instruments significantly simpler, or just using stereo and not using quad. But we thought, “Well, what’s the point of that, after spending all this time and money to create these incredible-sounding instruments?” So, in one of those moments that you live to regret, I thought, “Well, maybe I can try to cobble something together that just does what we need.” You know, “How hard can it be to write something that’s 64-bit, multi-core to work with strings?”

[Laughs all around] I didn’t know you were a programmer as well.

I wasn’t really a programmer, and I’m still not, but I kind of like fiddling around with this stuff. That was Christmas ‘06, and I played around for a couple of weeks. After Christmas we had something that could, on one computer, play back what we’d previously needed four computers to do. So that was good. Then we did the same for the long strings. At that point, it was just a very specific system to play back certain patches and palettes.

Did you develop that in C++?

I did.

You have your own mixing stage there as well, don’t you?

We have three mix rooms here now, and each one is based around a Euphonix System 5. Usually, the music score is mixed here, and then it goes to the dub stage. We have worked abroad sometimes, and we’ve gone to the production studio on occasion. For Batman Begins, we spent three months at AIR Studios, pretty much taking over the whole building. Then for Pirates [of the Caribbean] 3, Hans moved his writing rig up to Disney, just to be close to the editing room. But on the whole, we mostly stay here. We’re pretty much self-contained, which is really nice. There are many people that work here now — engineers, mixers, composers, technicians — so there are quite a lot of people around if something needs to get done.

Do the other composers have access to the same master system?

Anyone who works here can use the samples if they want. Which means, of course, they have to spend a ton of money on some very powerful computers. Some composers do it, and some don’t. It’s up to them. In a way, I prefer as few people to use it as possible, because it means fewer headaches for me! [Laughs] But it’s quite nice to see the stuff get used, and some composers do use the bouncing features to remix the whole library to their own particular taste.

You must have the most stressful job!

It can be. I remember when we did The Dark Knight in ‘08, it was the first time I had a go at doing this network audio stuff. I remember thinking at the time, “God, I really hope this works!” Because we would have been kind of screwed if it hadn’t.

There were times in the early days, since it was just so unproven, that I was really nervous about things crashing or dying, but it actually has turned out to be okay. I think part of that is, again, there’s a simplicity in having a limited set of users. I know there’s stuff that does go on that I don’t always hear about, but people are quite good at just working around the bumps and getting on with it. Unless it’s something fatal, I tend not to get the midnight phone call.

But, having your own customized system must give you a lot of freedom.

I think it really does give everyone a creative advantage, especially Hans. On Dark Knight Rises, for example, he said one night, “Would it be possible to have a fader that converges all the notes of a held chord into one pitch — kind of like a polyphonic pitch bend?” Within an hour or so, I’d written a little plug-in into the sampler that could basically do that. So I think there’s something to be said for not being completely reliant on other companies, having to call them and say, “Hey, we’d really like this feature!” or “Is it possible to script this?” Because we’re doing our own stuff, it gives us a little more flexibility, and it’s a hell of a luxury. We have six people that just do sample content and instruments for us, three people in Germany and three people here. Claudius Bruese is in charge of recording and developing the main orchestral palette in Germany, and he’s been a great collaborator in getting to where we are now in terms of the quality and playability of the library.

That’s quite a team.

It’s unusual for a film composer to have this level of development in-house. But I think my job is basically created because Hans is really obsessed about how technology can help in what he wants to achieve as a composer.

Unofficial site: Mark Wherry @ hans-zimmer.com

Ableton Posts Nearly Hour-Long Live 9 and Push Preview Event from Berlin

Delivered... Peter Kirn | Scene | Fri 26 Oct 2012 4:06 pm

Can’t get enough Live 9 information? In cased you missed it, here’s a nearly hour-long presentation. It’s notable for Ableton founder and CEO Gerhard Behles talking about what matters in an instrument, then “discovering” that Push fits in a backpack, for Dennis DeSantis doing a beautiful job of showing what really musical workflow looks like, and Jesse Terry brave enough to do a live set on hardware that’s only just been finished. I say this partly because I have to do presentations, too, and – it’s not easy. I think they do a good job of sharing their ideas honestly and clearly; it’s up to you to judge whether those ideas fit your music and whether you invest in their creation.

Bonus: isomorphic pitch layouts.

The setting is the private event you may have heard about. Last week in Berlin, a number of artists, partners, and press were gathered along with Ableton employees to witness a private event launching Live 9. I became briefly concerned that I was going to find out I was already dead, or having some strange dream, given the number of people I knew who were there. (Crap – really, we didn’t manage to get off the island? Did the plane crash on the way to LAX for NAMM ever happen? I’m so confused.) People came all the way from New Zealand. I came all the way from Kreuzberg.

It’s also worth noting that Robert Henke is not in this video. While, even viewed from the outside, Robert clearly continues to influence what Ableton does, the best place to find him is doing extraordinary work in performance and research, internationally. I point this out only because I think some people assume everything in Live springs from Robert’s head. That’s not the case – and it fails to appreciate all the other things springing from Robert’s head. It must be nice to focus on being a user of Live; I’m sure given what I’ve heard about gen that he’ll do some incredible work there.

Anyway, now the content of this presentation is available to all of you. Let us know if you see anything you missed. And enjoy the dog and pony show. (Darn, now I want to see a show with dogs and ponies.)

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