In August, the Resident Advisor film on Detroit gave us a chance to reflect on that city’s cultural response to economic catastrophe. To talk about a city that has seen sweeping change and challenge, it’s difficult to beat Berlin. Resident Advisor released the third installment of this series in September, but I missed it as I was traveling … somewhere … and it’s no less relevant today, least of all on a gorgeous, sunny day in the German capital on the eve of the coming winter.

The creators describe it thusly: Continue reading »

Above: Cycling 74′s just-released video highlights enhanced audio quality; our friend, French artist protofuse, has a go at working with the beta and showing off the new user interface. (See C74′s official take on the new UI below.

Max 6 in Public Beta; For Home-brewing Music Tools Graphically, Perhaps the Biggest Single Update Yet

Just because a music tool fills your screen with tools and options doesn’t necessarily make it easier to realize your ideas. From the beginning, the appeal of Max – as with other tools that let you roll your own musical tools from a set of pre-built building blocks – has been the blank canvas.

Max 6 would appear to aim to make the gap between your ideas and those tools still narrower, and to make the results more sonically-pleasing. The reveal: it could also change how you work with patches in performance and production. I was surprised when early teasers failed to impress some users, perhaps owing to scant information. Now, Max 6 is available in public beta, and the details are far clearer. Even if Max 5 was the biggest user interface overhaul in many years, Max 6 appears to be the biggest leap in actual functionality.

It’s what I’d describe as a kitchen-sink approach, adding to every aspect of the tool, so there’s almost certain to be some things here you won’t use. What could appeal to new users, though, are I think two major changes.

More visual patching feedback and discoverability. First, building upon what we saw in Max 5, Max’s approach is to provide as much visual information as possible about what you’re doing. It’s probably the polar opposite of what we saw earlier this week in something like the live-coding environment Overtone: Max’s UI is actively involved with you as you patch. There are visual tools for finding the objects you want, then visual feedback to tell you what those objects do, plus an always-visible reference bar and rewritten help. This more-active UI should make Max more accessible to people who like this sort of visual reference as they work. No approach will appeal to everyone – some people will find all that UI a bit more than they like – but Max’s developers appear to be exploiting as much as they can with interactive visual patching.

Multiple patches at once. New objects for filters and data, a 64-bit audio engine, and low-level programming are all well and good. But the change that may more profoundly impact users and workflow is be the way Max 6 handles multiple patches. Max – and by extension Pd – have in the past made each patch operate independently. Sound may stop when you open a patch, and there’s no easy or fully reliable way to use multiple patches at once. (Compare, for example, SuperCollider, which uses a server/client model that lacks this limitation.) That changes with Max 6: you can now operate multiple patches at the same time, mix them together with independent volume, mute, and solo controls, and open and close them without interrupting your audio flow. (At least one reader notes via Twitter that you can open more than one patch at once – I’d just say this makes it better, with more reliable sound and essential mixing capabilities.) Update: since I mentioned Pd, Seppo notes that the pd~ object provides similar functionality in regards to multiple patches and multi-core operation. This has been an ongoing discussion in the libpd group, so I think we’ll revisit that separately!

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IK Multimedia this week is shipping both their SampleTank virtual instrument and iRig hardware MIDI interface for iPhone, iPad, and iPod touch. It’s not the first software instrument for iThings, but it is arguably the first appearance of a major, conventional computer soft synth in mobile form. MIDI interfaces, likewise, would require a comparison of some competing gear, but it’s the combination of the two in IK’s demo video that I think might give someone pause.

Music making tech has since the 1980s often involved some kind of computer. You might buy that computer in a piece of hardware that looks like a keyboard, or you might run software on a general-purpose computer. What has happened with Apple’s mobile devices is a third category. Observations:

1. Here’s a computer that’s a lot easier to fit on your music stand than a laptop is.
2. Here’s a demo that’s stunningly unchanged from what you might have done 20 years ago. (You’re even using the same hard-wired interface you were using 20+ years ago.)
3. This same instrument is more flexible and more powerful – though more challenging and time-consuming in setup – on a conventional computer. Of course, you may own both.

IK’s offerings:
SampleTank for iPhone / iPod touch
iRig MIDI interface, with Core MIDI compatibility for maximal application compatibility (including, incidentally, a recent update to Bjørk’s apps – more on that soon)

Side notes: Continue reading »

The generation of people who defined modern computing seems to be passing this year. Following Max Mathews, another Bell Labs titan is lost to us: Dennis Ritchie is the man who created the original C programming language (again at Bell Labs) as well as co-developed the UNIX operating system. President Obama commented that many people learned of Steve Jobs’ death on a device “he invented.” For all Jobs’ contributions, it is as untrue to say that as it is true to say the same of Ritchie: you are quite literally reading this story as served by software derived from his creations on UNIX, using tools written primarily in the language he, with others, devised.

For music, C endures in some form as the basis of the vast majority of tools we use for musical computation – that is, his creation is at the heart of the software with which we all make music. And just as Mathews made the computer sing for the first time, C is a lingua franca on which musical expression is based, the kernel of the vast array of sounds computers today make.

But C is important not simply because, in some form, it remains at the heart of much of the computer code written today. It also introduced in a material sense the idea of portability and cross-platform code, allowing in turn music tools like Csound and others to appear on new computers rather than pass away. It formalized coding concepts that, even in radically-different, more “modern” languages survive. That means that for people expressing musical ideas in code – and anyone using the software that results – software is not tied to specific hardware, lost as new generations of gear cause the old to pass away. The ideas behind C allow computer music to pass from one generation to another – to outlive us.

Ritchie would probably at this point hasten to add that he didn’t work alone, that his work was based on others, that he had colleagues like Ken Thompson who worked with him on C and UNIX. Such is the nature of invention, and unlike the titanic egos of the past (yes, Henry Ford and Thomas Edison, we’re looking at you), some of today’s creations were built by people whose impact was no smaller, but who have been far humbler and lesser-known.

So, get to know Dennis and the many colleagues who survive him. Marvel that the “machine” is not some alien robot at all, but that in your hands, you hold the contributions of creative human beings, the thoughts of complete strangers encapsulated in front of you, and that at the end of the day, you can make it all sing a song.

Via TechCrunch

Light-up grids of buttons are nearly commonplace, but the BlipBox is something different: its array of lights is also a sensor, making it both X/Y controller and light-up grid. And it’s designed to be completely open — firmware, hardware, schematics and documentation are all fully GPL-licensed and open source.

For those of us who aren’t ninja coders, it’s also easy to customize, thanks to friendly software (pictured below) .k for making nifty interactive animations on its display and support for the artist-friendly Processing code environment. As the creators describe it, it’s three (three!) pieces of hardware in one:

  • a creative tool and musical instrument
  • a large, high definition x/y controller with visual feedback
  • a uniquely versatile MIDI and OSC controller

Lest you assume such oddities as this come only from non-musician hackers, these are designed by musicians. The project, built right in London, is available in fits and starts and stock becomes available, but a recent run was “Prices are GBP 140 for a complete ‘box with USB and MIDI interface, and 9v external power connection, in a black aluminium case with perspex side panels.” (To the team: apologies for giving you splashy publicity right as you have precisely none in stock. Readers, follow @cdmblogs on Twitter for updates. Or just follow their site:

BlipBox News

Side note: yes, we need to stop putting “blip” in the name of things. Guilty as charged. (I’ll be writing soon about the Blippo Box, which is … completely different.)

It had to happen — button triggering, as popularized by the monome, here meets a conventional two-channel DJ mixer. But the layout I must say is quite spare and lovely, the work of the Japanese-based PICnome project. Furthermore, it’s Open Source Hardware, covered as I have recommended by a ShareAlike Creative Commons license (with no commercial restrictions) and GPL v3. (The creator prefers the term “Free Hardware,” which I love theoretically but have avoided for fear of people demanding we mail them MeeBlips by sending us a self-addressed, stamped box.)

With clean, subtle markings and a nicely-composed layout, it’s hardware that doesn’t scream out its design with big decals or overblown features. It’s just a (colored) grid controller, similar to the monome, combined with controller setup laid out as a two-channel mixer, with the sorts of features you’d expect of each. I love the angled labels, at least aesthetically. (I should note that this is not related to the monome project; the monome is not open source hardware, though it works via open software and commercially-restricted availability to some schematics. It is, of course, deserving of credit for inspiring a whole generation of hardware.)

The controller works with both OSC (OpenSoundControl) and MIDI for maximum flexibility. And, incidentally, this could be an ideal live visual controller, too, especially with that native OSC support.

Good grief; I realize I filled this post with nothing but technical jargon. Hopefully, those of you who speak in such tongue-twisted terms have followed along, and everyone else just looked at the pretty pictures and video.

Carry on.

PICratchBOX – Sneak Preview [atelier.tkrworks]

http://made-in-yamamoto.com/

Japan, hope to come visit you some day soon. Thanks, Regend, for the tip!

Courtesy tkrworks.

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Deceptikon morphs into Dkon — and talks to us about doing more with less. Photo courtesy the artist.

Artist Zack Wright, for a handful of followers of what we used to call IDM, will be a blast from the past. Recording as Deceptikon on labels like Merck and Daly City Records, Zack is back. His name is now Dkon, and the story is more than just him: in the absence of a Merck to release adventurous music, Dkon is helping launch a new label entitled Tokyo Ghost Island, with an EP to be followed soon by new records from Jemapur, Secret Palindromes, and an EP from Stockton & Malone, among other things.

Swimming upstream against gear fetishism, the 800 EP is proud to be cheap. The Korg Poly 800 on which the release is focused is a dirt-cheap eBay score, but as Dkon puts it, it’s also “one of the most underrated analog polysynths out there.” I’d be nervous about CDM driving up its value before I can get one – it’s been on my wish list – except that there are a lot of them. It was the first synth for many players.

With that spirit, Dkon sends along a manifesto of sorts about music making. He’s been coupling the Poly 800 with a production workflow entirely centered on Renoise, the modern tracker, for recording and sequencing. But tools aside, there’s a minimal philosophy here I think a lot will like.

Oh, and about the album: it’s raw, unaffected, with the sweet spare sounds of the Korg set to good-natured beats, as clean as your local Poly 800 in a garage sale probably isn’t. It’s not retro; it’s just … well, good. The synthesis is unabashedly front and center, everything perfectly machined in pure economy. Less is more, indeed. Have a listen: the full tracks are on SoundCloud:

Dkon – 800 EP by Dkon / Deceptikon

Grab the EP on iTunes

Facebook fan page

(I love this sound — but for a radically different side of the artist, be sure to hear some of his past work and remixes below; he’s got quite a range.)

For his part, Dkon is based in San Francisco, by way of Tokyo, Seattle, Washington, Eugene, Oregon, and Portland, Oregon, except I ran into him in Brooklyn at Percussion Lab.

Bonus points if you remember Deceptikon. And if you don’t, you know we’re not music snobs here; I think you’ll be pleasantly surprised to discover him through the new Dkon music. (See bottom for some Deceptikon music, too.)

But let’s see if you agree with Dkon’s philosophy, behind this record and DIY, economy-be-damned, do-it-on-the-cheap, make-it-great spirit. He shares those thoughts with CDM: Continue reading »