Twitter Everywhere: More Tweet a Sound, SuperCollider Code, Richie Hawtin + Traktor

Sadly, Richie Hawtin’s copy of Traktor doesn’t talk to you directly. “We’re about to go on. I’ve got my files cued up.” “Oh, Richie’s hands are sweaty today. Ugh.” “Hey, who’s that hottie who just got onstage?” “I hope he uses all four of my decks.” “I’m sorry, Dave, I’m afraid I can’t do that. lolz” Photo (CC) Caesar Sebastian.

For everyone who thought Twitter was just about “i m eating a ham sandwich lolz,” the desire to use connectivity to actually be connected continues to win out in unexpected ways. So far this month, we already saw the use of Max/MSP. Now, Twitter is showing up in the geeky, open source sound tool SuperCollider and in DJ sets in Traktor by Richie Hawtin.

Tweet a Sound, to the Max

twitter_subpatch First, some updates on Tweet a Sound, the sound design tool in Max that lets you share synth presets.

Creator Andrew Spitz has an updated story on adding a cleaned-up subpatch to Max/MSP. It uses the Ruby programming language to access the Twitter API. (You should be able to port to Pd, too – I have to look closer at this.) Correction: Ruby is implemented as JRuby, so it runs on the Java virtual machine – and there is a Java implementation for both Max (mxj) and Pd (pdj)

This means, if you’ve got a Mac or Windows copy of Max/MSP, you can now send Tweets from your patches. And that should open up still more possibilities when Max for Live becomes available, for Ableton fans.

How To Send A Tweet From Max/MSP { sound + tutorial }

Even if you’re skeptical about Twitter per se, if you’re interested in using Ruby and Max, this should be a good starting place for other APIs, too.

Friends of mine like Francis Preve have gone utterly nuts for this.

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Ableton Live 8 Creative Tutorial Videos: Using and Misusing Groove Extraction

Ableton Live 8 is here, and by now, you’re like familiar with some of its banner features. But we wanted to learn more about how features could be used in creative, new ways, or even misused. I sat down with Ableton’s Dennis DeSantis in the Ableton office here in New York to talk about some creative applications of new Live 8 features, starting with groove extraction and quantization.

Dennis is the right guy to consult when it comes to rhythm: he’s a talented composer, a classically-trained percussionist, and a founding former member of the ground-breaking Alarm Will Sound ensemble, which plays music from Varese to Aphex Twin. (Dennis himself was responsible for some of those Aphex Twin remixes.)

In part 1 of our 3-part series, Dennis looks at ways in which groove extraction can be used as a powerful dynamic quantization tool. That was always my hope for Live, going back to very early versions; it was incredibly frustrating that you had only limited, mechanical-sounding “swing” features that couldn’t be controlled. To some, Groove Extraction may simply mean copping specific grooves from samples, but it’s actually capable of dialing in a custom groove with real ease.

In part 2, Dennis shows how a similar technique can bring a simple percussion pattern to life, replicating the sorts of organic variations that happen with real players.

See also part 3 for alternative techniques with the Frequency Shifter – tune percussion with this effect instead of getting the usual metallic special effects.

These are “power features,” capable of a wide variety of results, but they’re also accessible enough that anyone could easily learn to use them. Have a look.

Incidentally, the audio is a bit odd as we recorded this on St. Patrick’s Day, and even twelve stories up, the shouts on the streets in Manhattan made it sound like the French Revolution was happening below us.

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Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!

Game Audio: Selected Student Works from Matt Ganucheau on Vimeo.

In the early days of game sound, musical soundtracks were all largely adaptive and interactive, fused with the sound effects of the game and the logic of gameplay. Scores were less Alfred Newman or John Williams, more Spike Jones. Today, game music has the potential to reinvent composition itself, to help us reimagine what makes a musical score as on-screen user action drives musical ideas. But with a few, notable exceptions, most modern titles have opted for big, Hollywood-style soundtracks – and the linear composition that goes with them, as though someone just took a film score CD and hit play.

It’s one thing to talk about that in theory. Better yet: give it a shot yourself. So why not teach game music as its own discipline?

Matt Ganucheau, a composer, sound designer, and interactive developer/artist, is teaching just that, working with students at Expression College in Emeryville, California. The accelerated course works with the elegant Unity game engine and a clone of the legendary Space Invaders arcade game, adding music built in Max/MSP. If Max seems an unlikely choice, its open source cousin Pure Data (Pd) is actually integrated with the game engine for Electronic Arts’ Spore, with music by Brian Eno working with EA’s Kent Jolly and contributor Aaron McLeran. So, this could be the wave of the future. The first problem: figuring out how to actually compose.

The results are astonishing, given that the students were just learning Max and had extremely limited amounts of time. I asked Matt to write up for CDM how the coursework evolved; he shares his process and what he learned as a teacher. We’re also working on open sourcing the coursework content and the patches, which we’ll soon provide both for Pd and Max/MSP. I’m doing some work on the game side so that you can play with game mechanics in Processing. Stay tuned for more on that.

We spoke a bit about this process – and interactive music in general – with Xeni Jardin and Boing Boing in their Game Developer Conference livecast a week ago Friday. Edited video of that coming soon.

Here’s Matt on the coursework itself:

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Messe Roundup: New Doepfer Standalone, Little Akai, PreSonus DAW, More

Trade shows are a funny thing, in that you tend to learn about stuff you can’t have yet – and that there’s a sudden, overwhelming load of new press releases. So, let’s try to keep things navigable with a walk through some of the most significant stuff coming out at the massive Messe trade show in Frankfurt, Germany this week.

I can’t say this was a mind-blowing week by any stretch – I’ve been perfectly happy to stay here in New York, thanks. (Germany, may I ask, why is that you don’t hold events in Berlin?) But there is some news, so let’s have a look:

Dark Energy is a standalone analog synth from Doepfer. For those of us who have looked enviously at big Doepfer racks, but couldn’t afford / find space for / lift them, this is huge news. It’s a monophonic, standalone synth with USB and MIDI (and, naturally, control voltage), weighing just over a kilogram. Once you get beyond the MIDI interface, everything is analog. VCO (triangle-based, FM, PWM control), VCF (24 dB low pass) with external audio input, VCA, LFO1 and LFO2, ADSR. It’s basically a standalone version of the A-111-5 module. As such, it’s a bit limited compared to what’s out there, but there’s still a lot you can do with it, and at EUR400 it’s a Doepfer you can more easily afford.

Dark Energy Product Page

I actually wish they hadn’t used the vintage-style look, because I like the distinctive, Cyberman-silver look of the Doepfer racks. (Maybe a Light Energy version for those who agree?) But that doesn’t make your credit card any less safe from this drool-inducing monster.

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Teenage Engineering OP-1: Insanely Slick, Pocketable Controller + Synth

I need voice recognition, because I’ve just covered my keyboard with drool.

The Teenage Engineering OP-1 (Operator 1) is a “pocket-sized” controller and synth. For once, it eschews the cliches of modern hardware design for a look that is truly 2009, influenced by the layout of classic Roland drum machines but made minimal and elegant. It’s a controller. It’s a synth. It has … an FM radio in it? (Yes, that’s FM radio, though it also has the FM synthesis you might expect.)

Features:

  • Controller functions: transport controls, 4 rotary encoders, 16 dedicated “quick keys”
  • Motion sensor so you can shake the thing
  • Stand-alone synthesis (no computer needed), with 8 synth models, 8 samplers
  • Synth models: FM synthesis, virtual analog, more (can’t tell what other synth models they intend)
  • Effects: Delay, Flutter, Filters, EQ
  • Sequencer — described as “at present time, secret.” A secret sequencer? Isn’t it already somewhat secret, seeing as the device isn’t shipping?
  • Arpeggiator
  • FM radio (so you can record Akufen-style radio samples?)
  • Built-in mic, speaker
  • Record to MP3
  • 12 mm thin
  • USB 2.0, minijacks for audio in / out+heaphones
  • Battery-powered using the power connector, which is “the same as used in robotic automation applications”
  • Holes for a carry strap

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