Huge Artist Lineup Pays Tribute to Late Elektron Founder Daniel Hansson

Daniel Hansson (center), photographed by Roger Linn. (Thanks to Roger for donating the photo.)

Few names inspire love from digital musicians quite like Elektron, makers of the Monomachine, Machinedrum, and SIDstation drum machines. So when Elektron’s founder Daniel Hansson passed away in an auto accident last summer, it came as a shock to the tightly-knit, passionate musical community who loved his work and lost him too young. (It didn’t help that it came within weeks of the loss of Argu, the ingenious discoDSP and Image-Line software developer, also in a car accident.)

Tragedies like this are doubly sad, because in that loss we miss the opportunity to celebrate people whose work we love. So I’m pleased to be able to talk about a celebration of Daniel Hansson today.

The artist community who use Elektron’s stuff have put together a really epic compilation of music in tribute to Daniel. It’s all user-driven — Elektron didn’t do the organizing; the musicians did. The lineup has some of our favorite people contributing, famed and obscure alike:

Autechre, Beautiful Planet Earth, Boom Bip, dDamage, Daedelus, Dntel, Erase, Emnine, Future Image, Honey Claws, How Dragons Disappear, John Starlight, Jon Martensson, John Tejada, Kero, Landstrumm, Material Object, Micronaut, Music International, Orsan Kart, Pelektor, Proxy, scutopus, TS3K, and The Brown Moth, Tiga, The Sea and Cake, TreD Grp, Van Basten, AEVSVS, Wanker’s United

Many of these (The Sea and Cake, Boom Bip, Tiga, Proxy, John Starlight and others) are exclusive tracks.

You get 30 songs for US$5, donated to Daniel’s favorite charity, the World Wildlife Fund. (Additional WWF donations are welcome.) You’re even entered to win a SIDstation. (Yeah, I know — some of you are still smarting from not having won a Tenori-On, just as I am from having had to give it away. At least here, you can lose for a good cause, which is what I intend to do.)

45tribute

Another 25 songs are available free — really free, licensed Creative Commons.

(25 + 30 does not add up to 45, it’s true — 45 was Daniel’s favorite number and was in the name of his C64 group, Zone 45.)

Help Spread the Word

The organizers don’t have a PR budget for this, so we’re their PR — and, hey, I’ll bet we can do a better job, anyway. So do spread the word around.

Thanks to Ryan Faubion, the project manager and curator, for putting this together and letting us know about it, and to forum member / compilation contributor Wendell Edwards aka scutopus for the heads-up.

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Musical Brain API: An API for Music on the Web - And it Makes Pretty Pictures

matmossupreme

Everything has an “API” these days, but what that means in practice is often not so exciting. You can make little widgets for Facebook, or post recent Twitter messages, or do other simple developer tricks. Echo Nest’s “Musical Brain” API is more far-reaching: it’s an API for music. All music online. The first of a series of developer tools, “Analyze” is designed to describe music the way you hear it, figuring out tempo, beats, time signature, song sections, timbre, key, and even musical patterns. More developer tools will follow.

Twelve years in development, the Musical Brain is a bit like a digital music blogger. It’s been crawling the Web while you sleep, reading blog posts, listening to music to extract musically-meaningful attributes, and even predicting music trends. It’s like almost like a robotic, algorithmic Pitchfork. (And I’m serious — it may be April Fools’ Day, but this is real. That’s what the “brain” claims to do, backed by research at UC Berkeley, Columbia, and MIT.)

What does all of this mean? The Musical Brain may not be replacing your friendly local music blog any time soon, but what it can do is infuse some musical intelligence into applications like music visualization. The Matmos album at top used the Analyze algorithm to map the timbral profiles of songs on an upcoming album; that graph was then rendered by an artist in watercolor, translating the digital into traditional paint media.

The Analyze API could also enable everything from Web music apps and mash-ups to live audiovisual performance tools, or even smarter music games. That’s the reason co-creators Brian Whitman and Tristan Jehan, both with PhDs from the MIT Media Lab, chose to open up development to a broad audience. I got to speak to Brian a bit about the project.

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8.5 GB of Free, CC-Licensed Samples from the OLPC Project, and OLPC Music Tools

 

Photo: Jacob Joaquin snapped this shot of his OLPC at his home studio.

olpc “Sure, the OLPC project is supposed to do wonderful things for children of the world, but what has it done for me, lately?” Well, if you fancy yourself one of the Earth’s children, the OLPC organization has assembled 8.5 gigabytes of sample content that’s free and Creative Commons-licensed — free to acquire, and free to use.

Jacob Joaquin, who runs the terrific thumbuki blog and the Csound Blog and is part ofthe team developing Csound for the OLPC’s XO laptop, shares the news via Dr. Richard Boulanger at Berklee. (See the press release as a zipped .doc.)

Plenty of people contributed top-notch sound: the Berklee College of Music, Csound developers around the world, electronica celebrity BT (himself a former Berklee and Boulanger student, among other alums), M-Audio and Digidesign, and the Open Path Music Group.

They’re donated under a Creative Commons Attribution license, so you can “freely create, compose, mix, remix, share, distribute and redistribute these samples and use them for any purpose as long as you clearly attribute the source.” That means anyone, anywhere can make use of this library — no OLPC required.

http://wiki.laptop.org/go/Sound_samples

http://wiki.laptop.org/go/Talk:Sound_samples

Csound, OLPC Style

Jacob’s new DSP activity for recording a voice and applying effects, tested on his machine; read about development on his blog.

Whether you like the OLPC laptop itself or not, there’s plenty going on with the project. There’s the immediate impact of the hardware and software, yes — and plenty of opportunity to praise or criticize its utility there (perhaps the mark of a good, ambitious project). But there’s also the secondary impact. The OLPC has captured imaginations in terms of what future computers might be, and what they might mean to more of the population of the planet. More importantly, perhaps, it’s building a family of open source, Linux-based (and cross platform technology-based) tools, which could ultimately outlive the hardware platform. I have my own doubts about the OLPC itself, but the ideas for open sound making are about more than just that hardware. (For instance, just testing Processing, Arduino and Java on this kind of mobile platform can improve that software.)

The sample library is only part of the story; software tools is another part. Powered by Csound, the OLPC team wants to put sound synthesis and music production in the hands of kids — we’re talking serious digital synthesis here, not just GarageBand-style looping. That goal could ultimately go well beyond just the OLPC.

Csound is a free and open source development tool for sound design, synthesis, and signal processing, with a lineage that goes back to original developer Barry Vercoe and in turn descended from the first digital synthesis tools created by Max Mathews. It is the audio/music development system for the OLPC project, with integration with Python (though I’ve heard we should also see additional Java development).

Those geeky details aside, you’ll see in many of the reviews of the OLPC writers mentioning unusual and fun music toys. Those journalists are stumbling upon some of the projects below, and the process is just getting started.

Jacob had shared some brief looks at what he’s working on on his OLPC, but here’s the full overview from Dr. Boulanger, because there’s quite a lot happening:

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FL Studio 8 Arrives: Fruity Loops More Brilliant Than Ever

slicex

Slicex: So hot. And that’s Edison, integrated into the program.

FL Studio 8 is here, more or less — as I write this, Release Candidate 3 is available for download, but the final version appears imminent. So, as other tools have matured, why is it that FL is one of those few programs that seems to attract real love?

The press release for the new FL Studio (known to everyone except developer Image-Line as “Fruity Loops”) keeps using the term “DAW.” I have nothing against that, even though DAW as a term has little do with music. (It is the sound English speakers make when they see a cute little lambie or puppy. You know, “dawwwww!….”) It’s a familiar situation: Ableton Live, whose developers came up with the far more descriptive “live sequencing instrument” for their product, felt (rightfully) that Live could compete with more traditional programs and so adopted an otherwise meaningless name. As in that case, FL’s combination of MIDI and audio tools, plug-in hosting and (cough, Reason!) audio recording means you can produce music end to end with it. (Too bad the acronym “DAW” does nothing to hint at what it means.)

What it means to be Fruity

fltoys  So, it’s not that FL isn’t a DAW — it’s that it is something else that other programs may not be. I think it needs its own acronym, especially with FL 8 stronger than ever after nearly a decade of ever-maturing releases, a passionate audience, and a dedication to talented developer Arguru, whom the music software community lost last year.

Some nominations:

Insane Idiosyncratically-Awesome Music Suite — IIAMS! Wait, no, that sounds like dog food. (Dawwwww!)

Toybox of Sonic Wonders — TOWS.

Beat Bonanza Tracker Sequencer Hybrid — pronounced BbbbbTHHS!, which is the sound I suggest you make at anyone who suggests FL isn’t capable of serious music or “sounds bad.” (Try to produce some spittle in the process.)

(your superior idea here)

Why am I making a fuss over this? Let me see if I can boil it down:

  • FL’s approach to sequencing is like nothing else. Rich MIDI sequencing tools meet up with a unusually-focused approach to patterns and loops. It’s really a kind of hybrid between conventional sequencers and music trackers, blending some of the best of each. At first, that can make it confusing to use, but once you wrap your head around the combination, it can be very powerful.
  • It’s kind of a ridiculous value. US$50-$100 buys you a perfectly usable version of the program — not a stripped-down, crippled version; you even get some extras. The most you can spend is about US$199-299, or $399 if you absolutely have to have it in a box. Opening that collection is like walking into an art museum of plug-in development, from avant-garde oddities to classics, with all the bundled noisemakers. Only it’s a museum where you can lick the paintings. For soft synth lovers, even the $500 Logic Pro bundle or new $1000 Ableton suite can’t compare in sheer value.
  • It keeps getting better. Cheap and free upgrades keep you getting new features. FL has gradually matured from a nifty niche tool to one of the most mature programs out there. And download versions have lifetime free upgrades.
  • It’s not for everyone. Some people find the interface maddening. Its kitchen-sink approach may frighten away people who don’t have an appetite for synths and sequencing. And it generally seems to attract a special crowd of FL lovers. But that’s why we love it. And go ahead, hate it if you don’t get it — FL lovers won’t care.
  • It’s a reason to use Windows. Because of the way it was developed, FL almost certainly won’t be appearing on the Mac any time soon. But FL can make Windows look better, with rock-solid platform support, Vista support on day one when a lot of other things were broken, and rich ASIO support. It even installs ASIO4ALL by default so you can use the headphone jack on your laptop and other non-ASIO hardware. You could do that yourself. But it shows they care.

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Indie Developers Show Fanciful Music Games, Interfaces at GDC

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Imagine this: you have a real-time interface that must be responsive and satisfying, simple enough to be approachable, but sophisticated enough that you’ll want to finely hone your skills over time. You’ll juggle a variety of elements to control with split-second accuracy, but even with elaborate mechanics under the hood, the whole thing, above all, has to be fun.

Sound familiar? It’s a description that’s equally apt for traditional music instruments and modern music software, as much as it is for games. The fact that, once they’re done, a game is often very not like familiar music software and instruments suggests the range of possible solutions to these design challenges. And suddenly, after years in which the games industry clung conservatively to tied and tested models, indie game designers with oddball game designs are grabbing the headlines. Some continue to tackle the meeting point of game and music making. Others offer inspiration for what futuristic 3D musical interfaces might look like.

I unfortunately didn’t make it to the game developer pow-wow that is GDC, but our friend Josh Randall at Harmonix tipped us off with these top picks. Given the blog buzz they’re earning, you may have seen some already, proving great independent game design may not be constrained to obscurity any longer.

Some games are playable on Windows now; Mac users may want to hit up Boot Camp, or watch for release on a console near you. (The pattern seems to be, prototype on PC but ship on consoles where better money can be made.)

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Review: SampleMoog Packs Vintage Moog Gear History Into One Instrument

 

Beyond Minimoogs, IK’s SampleMoog is the most ambitious, officially-sanctioned attempt yet to preserve the sounds of Moogs past. Photo: d-stop, via Flickr.

How do you make the Moog legacy of instruments accessible — assuming you can’t afford a studio full of vintage gear? One choice is to model the instruments virtually, as developers like Arturia have done. That provides real-time control, but models may not be perfect, and if you want more than one instrument, you really need more than one model. Others have reimagined some of the Moog sound designs on more modern instruments, as Craig Anderton did recently with Cakewalk’s Rapture.

IK Multimedia, working with veteran sample house Sonic Reality in collaboration with Moog Music, have taken the “museum” approach — put samples of everything in a single box. And what an ambitious collection they’ve got, as we noted when the product was announced. But can you win over even someone who owns some of the real gear? We put that question to our own Lee Sherman, who’s been diving deep into the tool. Mindful of the tradeoffs, he’s got some insight into just how useful they were able to make that sampled content.

samplemoogscreen

SampleMoog can’t help but be greeted with some degree of skepticism. Even virtual analog synths like Arturia’s Minimoog V don’t go all of the way in reproducing the Moog experience. How can something based on samples even come close?

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Interview: Hank Shocklee on Musical Craft, Music Industry

I think Hank Shocklee’s contribution to Public Enemy, as a producer and co-founder, had a deep influence on the approach to sampled sound and digital sound ever since. In Brisbane, Australia in December, I got to sit in a room full of students at the Art of Record Production conference and listen to Shocklee walk through the album "Fear of a Black Planet." I realized it was a bit like needle-dropping Sgt. Pepper with George Martin.

Shocklee describes his role with Public Enemy as a kind of teacher, helping Chuck D, poet, meet digital production technology. In the years since, he’s expanded that teaching role to include young people around the world, and he’s got some strong opinions about the importance of learning the craft of recording and music in general.

Fittingly, we sat down for a few moments in a classroom.


Interview: Hank Shocklee, Pt. I - On music making from cdm tv on Vimeo.

What a lot of people may not know about Hank Shocklee is that beyond being a Public Enemy veteran, he’s also been deeply involved in the music industry. Unlike so many armchair industry quarterbacks, Shocklee has worked with the major artists (from Madonna to Peter Gabriel) and had a significant stint as Senior Vice President for Universal MCA Records. That means when Shocklee criticizes the industry as musically illiterate, he speaks from the perspective of someone who’s been on both the inside and outside of the majors. (He’s now producing and scoring music independently, and drove his entrepreneurial spirit into his own Shocklee Entertainment.)

Criticizing is one thing — but Shocklee had advice for how artists can guide the direction of their own career. He talks about the limitations of the industry, how the music community can grow beyond it, and how visual media could finally become a serious domain for musicians. (We agree with that.)


Interview: Hank Shocklee, Pt. II - On music business from cdm tv on Vimeo.

Hands-on, Interview: Stribe Multi-Touch Controller

Once the domain of the few, creating and customizing sophisticated DIY controllers is now more accessible than ever. That means, if you can’t find what you want, and you’re ambitious and knowledgeable enough, you go make your own. Josh Boughey was impressed by the Monome enough to buy one — but the Monome, a grid of on/off buttons, doesn’t provide any kind of variable control. So Josh built his own, combining a series of parallel touch strips with LED indicators. (The lights are the tricky part, requiring an obscene number of connections.)

The creation, dubbed “Stribe” by Josh, could have been a one-off. But instead, he’s working on making it into a tool for others, with completely open source hardware and software. The whole system is built on the popular Arduino platform, making it uncommonly easy to modify. It’s a work in progress, as you can see lacking an enclosure. But ten have made it out into the wild, people are already programming custom software, and more are coming.

I got to hang out with Josh while he was in town this weekend. Luckily, he’s a fan of early music, meaning we met at a concert of a viol consort that was playing my music — an unusual collision of 15th and 21st Century music technology.

Josh gave a demo of the Stribe, for myself plus Phil Torrone of Make and Limor Fried (aka lady ada), creator of the x0xb0x open-source 303 clone. It’s still a project in process– there’s more to be done in firmware and support software and documentation — but it already shows some real promise. I snapped some shots, studied the Max patches, and mostly listened to Limor and Josh talk about the challenges of starting a DIY hardware business. (I hope that DIY builders start to share experiences, even informally, as they work to make the business end work so they can keep building.)

Just what can happen when you let your baby go? Someone else can do stuff with it you didn’t expect. Here’s musician Stretta developing music ideas-in-progress with the Stribe (see blog post, Stribe forum thread):


A Brief Conversation Resulting in One Less Child from stretta on Vimeo.

Some tidbits from the hands-on session:

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Minimalist Interview: Cornelius, Spectacular Sensuous Synchronized Showman

cornelius

Cornelius’ Sensuous Synchronized tour, with The Cornelius Group, has been stunning American audiences over the past year. I got to a chance to talk to Cornelius, aka Keigo Oyamada, following the New York close to his American trip. The show blew my mind: constant visual stimulation, earnest performances (including audience interaction on Theremin), and perfectly-synced (true to the name) visuals that made the music into a dreamscape you wanted to live in all night. The interview was via email, though, and somehow I got strange and wordy with my questions — I think because I got excited. Cornelius, true to the sharp-edged economy of his music, responded in minimalistic fashion. So, given that too many useless words tend to surround music in general, I’ll be brief:

We all love Cornelius.

The Sensuous Synchronized tour is one of the best audiovisual shows on the planet.

When I feel artistically dry, I watch these videos and feel wonderful.

Cornelius reminds me why I do what I do.

The best way to get Cornelius and share him with friends is to watch the videos.

Go buy the album.

(For more on the visuals in the Cornelius tour, see Momo’s take and discussion on Create Digital Motion)

 

Cornelius in San Francisco. Photo: Tatsuhiko Miyagawa.

Now here’s what Cornelius had to say, with some of those videos mixed in because they’re worth countless words:

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NAMM Picks: Moog’s Multi Pedal Controls the Universe From Your Feet

Okay, that’s my hand. But my feet are eager to stomp on this, too.

People looked at me funny when I told them the most promising gear I saw at the NAMM show was a foot controller.

Well, not just any foot controller. First off, the design and build quality are really exceptional, even in the pre-production model, as you’d hope from a premium-priced Moog box. But it’s brains, not beauty, that set it apart. The MP- 201 is a controller that finally gives your feet some intelligence.

Here’s Amos from Moog Music taking us through the MP-201 — including a peek at what’s coming between now and when the unit ships in the spring. And Amos is worth listening to, as he’s one of the folks working on presets for the unit.


NAMM08: Moog Multi Pedal Preview from cdm tv on Vimeo.

My first impressions of why it’s cool:

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