Interview: Rechenzentrum, A/V Duo at Mutek

Marc Weiser and Lillevan of Rechenzentrum

CDM has ongoing coverage from the Mutek festival; see more dispatches at events.noisepages.com. Liz talks to A/V duo Rechenzentrum for CDM — and there’s a bit of a revelation at the end of the interview. -Ed.

Rechenzentrum, which means “data processing center” in German, is a Berlin-based duo who create live audio-visual performances by combining austere film visuals with their own brand of minimal techno, fusing elements of jazz, dub, and early industrial. Marc Wieser handles the music half while Lillevan navigates the visual landscape. Their 2003 DVD release Director’s Cut, originally out on Mille Plateaux, went on to win the Ars Electronica prize. Marc and Lillevan sat down with us after their sound check for A/Visions 2 at Mutek 2008.

Liz: What goes on in a live Rechenzentrum performance?

Lillevan: I do the video; Marc does the music. The video is live in the sense that I determine which image gets shown at which second, but obviously I’m not creating the image in real time because I’m not really interested in that. Real-time-created video usually looks pretty “blocky,” and I don’t really like it that much. It’s a mixture of pre-recorded video coming off a hard disk and live stuff reacting off of Marc’s music. But we’re not connected by any kind of MIDI connections or sound analysis. I just listen to his music and create stuff based on that. It’s a connection between our persons and not between our computers.

Marc Weiser: This way it’s improvised, for sure.

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Interview: New Virtual Instrument Maker FAW Talks Usability and Design

Circle from Future Audio Workshop is an upcoming virtual instrument that’s gotten our attention in a big way. In terms of sound, its capabilities are familiar, if very complete. What’s different is its approach to interface design and usability, refocusing on “Flow” and ease-of-use while looking forward to new interface capabilities in touchscreens, multi-touch, and OpenSoundControl. What makes that doubly interesting is that Circle appears to embody a trend in a new generation of music software — not that it stands alone, necessarily, as much as it seems to present a glimpse via an independent developer of where things may be going.

Eoin Rossney, our new writer and contributor to the Kore minisite, got a chance to talk to FAW co-founder Gavin Burke, a fellow Irishman. We’ll have more on the instrument itself soon, but it’s an excellent, coffee-fueled discussion of instrument design in general. -PK

I had the opportunity to visit Future Audio Workshop’s office in Connemara, County Galway, Ireland to have a chat with Gavin Burke about their upcoming synth, Circle. While instrument design is a collaborative process for FAW, Gavin’s area of expertise is in Signal Processing algorithms. I wanted to talk to FAW to find out some more about how the synth came to be, the company’s ethos, and the inclusion of OSC. What I got was a fascinating insight into the world of softsynth design and a sense that a shift may be about to occur in this area. If you haven’t heard of Circle check out CDM’s preview.

Over copious amounts of coffee, Gavin told me a little bit about how FAW came to be. Having spent a long time designing synths that strive to emulate old hardware (with many of hardware’s inherent limitations creeping across into the software effort), Gavin and the guys from FAW wanted to design a synth that does away with old conventions and embraces the type of advances in usability that we have come to take for granted in interface design over the last few years.

[Photos via Future Audio Workshop's Flickr stream, unless otherwise noted.]

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Hands-on: AudioCubes as Alternative Controller for Music and Visuals

audiocubes

AudioCubes: unusual cubic controllers with wireless sensing capabilities. Image courtesy Percussa, via Flickr.

Among a generation of new, alternative controllers for music and visuals that have actually made it to market as products, the AudioCubes from Percussa are one of the stand-outs. They’re unquestionably cool on first look, lit with glowing, colored LEDs and moved around wirelessly for control. But that doesn’t necessarily mean you’ll immediately know what to do with them. So, for this hands-on with the cubes, we turn to Peter Nyboer, an A/V performer, Max/MSP guru, and developer for Livid. Peter spent some time and gives us a look inside his brain as he works out what potential the cubes might have. -PK

I first saw the Percussa AudioCubes at NAMM a couple of years ago.  As it was colorful, and clearly off the beaten track, I was immediately interested in this unusual controller for music.  I started to chat with creator Bert Schiettecatte, and learned that these had native Max support, and worked in all sorts of different modes, and could process audio, and change color, and worked wirelessly, but also connected to USB, and… well, all sorts of odd interactions were possible, that much was clear.

I finally got a chance to try them out, receiving a set of four cubes from Peter Kirn on a cold, sunny day in New Jersey.  My initial goal was to get to know them, and, as developer for Livid Instruments, see about making Livid Union and Cell "cube native". 

I unpacked the cubes from their handsome glossy black box, and got them hooked up to my computer, and went through the tutorials.  I opened the MIDI Bridge software and the supplied Ableton Live set. The tutorials are good, though it didn’t mention that Live was receiving, oddly enough, on channel 14 (this will be fixed in the next manual revision).  Once I got the MIDI Bridge sending on the right channel, I was ready to try out some suggested uses.

Here’s a video demonstrating the basics of using the cubes to trigger samples in Live….


Percussa Cubes basics from Livid Instruments on Vimeo.

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New CDM Minisite: Sound Design and Performance with Kore, Reaktor, Komplete

A Kore + Massive laptop rig, (CC) by Marin Kikolov aka |submarin|, via Flickr.

To really work with music software as an instrument, you have to focus on a set of tools and get deep into what they can do. Today, we’re launching the first of a limited series of minisites that lets us do that. It’s called Kore @CDM, devoted to NI’s Kore and Komplete lines. We’ve built a special blog which will feature regular tips on how to work with this set of tools, basic and advanced tutorials, and downloadable content, all free and open. (The contents of the site will be Creative Commons-licensed, so you’re free to share and modify what we do, with credit to the authors.)

Kore Minisite @CDM, http://kore.noisepages.com

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imageWhy choose this product now?  I’ve felt really strongly, even having been critical of Kore’s first release, that Kore 2 has the potential to live up to its promise of creating a "meta-instrument" for working with sound and effects. Combined with the rest of the Komplete family, including Reaktor’s open-ended patching environment and the scriptable sampler Kontakt, NI has some deep tools — not perfect, not for everyone, but tools that matter to us. We want to really get into how to use them, and to develop a set of techniques and tools for others, both for sound design and live performance, in combination with hosts like Ableton Live. And this means not just doing stuff "by the book," but really seeing how far we can push these tools, sonically and in playability.

Kicking things off is Eoin Rossney, who talks about how to create feedback loops intentionally in Kore for special effects. It’s something mentioned in the manual, but there haven’t been instructions on how to accomplish it until now. Eoin takes that challenge on, and produces some really oddball sounds just by routing effects into themselves. Have a listen to the samples — just be sure to turn your speakers’ volume down first.

How to Route Feedback Loops in Kore - On Purpose [Kore @CDM]

Peter Dines, a Reaktor whiz and author of the Reaktor Tips blog, will also be writing and screencasting for us soon. Both Eoin and Peter have been CDM regulars, so it’s great to have them onboard.

Why we’re partnering with NI: So that we can provide as much content as we can for free, we’ve gotten sponsorship from Native Instruments to produce the site. But that doesn’t mean we want to make an "advertorial." NI has been generous enough to give us full control over the contents, and the goal isn’t a review, or an ad — it’s as much actual knowledge of these tools as we can provide. And, hey, it’s basically our job to demonstrate that by doing as good a job as we can and listening to your feedback. I’m happy to answer questions about why we’re doing things this way and what it means; we can talk in comments or contact the site.

Most of all, though, I hope you’ll check out the site. If you don’t own Kore or the other tools, we’ll still have sound and video samples and will include instructions for trying out projects in the demo, if you just want to kick the tires a bit. And definitely let us know what you think as we roll out more stories, because we want this to be as useful to you as possible.

koreatcdm

Oh, yeah, and if you’re wondering about what the "noisepages.com" thing is about, you’ll be hearing more soon. Suffice to say the Kore site isn’t all we’re working on.

Bonus points to anyone else who had the "opportunity" to see the movie Deep Kore Core.

iPod Touch/iPhone for Music Round-up

mooband

imageIf we’ve learned one thing on this site, it’s this: if it’s a computer, big or small, someone’s going to find a way to make music. The iPod / iPhone, with their Mac OS-derived software guts and a multi-touch interface, are no exception — with or without Apple’s blessing. Here’s a look at what people are doing, including some apps you can download right now, and where this might go musically, whether it’s just a couple of fun toys or trying to make that pretty pocket device an instrument.


Background

There’s no question what makes the iPod Touch and iPhone significant: they are tiny, palm-sized Macs, running all the stuff that makes a Mac a Mac — Cocoa, of course, but even music-specific stuff like Core Audio and Audio Units. (For more details, have a look at the WWDC session highlights spotted by Palm Sounds, all of interest to audio specifically. It could easily be mistaken for desktop development. The Unity 3D game engine is on its way, too.) And even if you’re not planning on picking up mobile Apple hardware, this says something about the rapidly-advancing direction of mobile computing. There was a lot of talk about mobile convergence in the 90s and early years of this decade, but now it’s here.

Of course, there are strings attached. Apple was in no rush to get an official SDK and firmware out to developers, relenting only this year. And it strikes me as I see iPhones on the go that the coolest stuff is happening using "jailbreaked" phones — phones specifically hacked to get around Apple’s requirements. Even when Apple goes official, that’s likely to continue: Apple has placed some arguably onerous restrictions on development. Software has to be Apple-approved and sold via iTunes, and basic capabilities like multitasking are a no-no. Someone’s just called? Great. Your app just quit. (Bizarrely, even extremely low-end phones are willing to multitask, but not Apple’s far-superior hardware.) Whatever arguments you may make for Apple’s approach, my guess is the hard-core iPhone/Touch owner will remain outlaws to get the full capability out of their device.

Also, despite some common elements, the implementations of APIs on the mobile devices are not as complete as on desktop Mac OS. Chad from miniMusic tells PalmSounds that some features currently available in Core Audio on the desktop are missing on mobile — at least for now.

Then there’s the fact that the major Apple strength is Cocoa and Mac-based development — meaning I remain curious about what the Windows and Linux camps will do in this space, particularly Linux. Those folks do have a major, uphill battle to match Apple’s achievement here in terms of software. One would think, though, that Linux should have a bit of an edge because its comparative modularity, whereas Mac OS X was designed solely as a desktop OS — though mobile development is hard, either way.

For Mac-based development, though, iPhone and iPod Touch are here now (always a major advantage in technology). Its full-fledged Mac roots have led to the fanciful image at right and some heated discussion on CDM’s forums earlier this spring. But let’s have a look and what’s here now for the iThings, like MooCowMusic’s Band app (pictured, top).

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NI Ends Legal Dispute Over Traktor Scratch; Digital Vinyl’s Twisty, Turny History

Photo: Maccio Capatonda. Did an invasion of super-intelligent alien cats actually invent DJing? You’ll have to ask RZA.

This November, digital vinyl as we now know it will turn 10 years old. This setup is pretty simple in theory: instead of music, put encoded timecode on a record, then decode that timecode to provide information about where the record is in relationship to the needle. The idea is basic enough that, patent or no patent, it was inevitable that various developers would pursue the technique (and the very difficult work of implementation). Simulate the effect of scratching or needle dropping on a computer, and you’ve got virtual DJing, as found in products from Serato, Stanton, Native Instruments, Ms. Pinky, and others. fs15vinyl

And as of Friday, it seems that the ongoing saga of a dispute over digital vinyl, beginning with the 2006 "divorce" of digital DJ titans Stanton Electronics and Native Instruments, may be over. NI released a statement Friday saying they had not only settled a US civil action patent case over their use of digital vinyl in Traktor Scratch, but had agreed to license the technology from N2IT Holdings, the US patent owners for digital DJing.

Apologies for the cat photo cliche, but … this involves patent law. We’d better have something cute and furry around to get through it.

The conclusion — the two have settled, Traktor Scratch is licensed per-use from N2IT, and N2IT’s patents are valid:

Native Instruments acknowledges the validity of patents held by N2IT, and has now fully licensed their usage worldwide for its TRAKTOR SCRATCH digital DJ system and related products.

The patents held by N2IT relate to general principles of digital music playback using time-code records, which are being utilized in TRAKTOR SCRATCH as well as in other manufacturers’ digital DJ systems with time-code control.

Acknowledging the validity of N2IT’s patents is actually pretty sweeping. You can read N2IT’s primary patent on Google Patent Search. The key words here are that N2IT patented the basic idea of using a turntable with encoded timecode on it for DJing. Theoretically, that could open up other digital DJ products to patent liability — keeping in mind that NI is a special case, because it was a development partner on N2IT’s FinalScratch product and was familiar with the technology.

How We Got Here: A FinalScratch History Timeline

I’m neither a patent lawyer nor a historian of digital DJ technology, so I quickly get out of my depth with the twists and turns this plot has taken. But I can offer at least a basic timeline of what’s happened, which puts today’s digital DJing in some context — albeit a somewhat strange context.

It goes something like this:

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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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