Handmade Music March Noise and Mayhem Recap; Call for Stuff Next Thursday

Wonderful things happen when you invite lovers of noise together in a room. Musicians and non-musicians, electronics geeks and first-timers, folks pick up a soldering iron — often for the first time — and cause utter mayhem. So we again had a fantastic time at Handmade Music last month. I’ve just gotten the photos in, so decided to share.

We’re looking for folks to bring stuff to Handmade Music on 4/16 – see the bottom of the article and give us a shout if you have software or hardware creations to share. They don’t even have to work, entirely – this is the place to find people to help give advice, so we like even partly-functioning inventions.

Even if you live far, far from Brooklyn (like back in Old Amsterdam), the featured March projects are within reach:

  • Loud Objects Noise Toy was the star of the evening. Lesley Flanigan and Tristan Perich of Loud Objects — superstar composers and sound artists themselves — were onhand as patient teachers and guides in the ways of Noise.
  • glitchDS on PC and Mac: The DS homebrew creator Bret Truchan delighted with not only his mobile gaming creations, but a netbook running a new PC cellular automaton MIDI sequencer, ported to Processing. More on that soon. (See the image captured by Make Magazine’s Collin Cunningham.)
  • Pulsantes I got Jaime Munarriz’ strange Processing + Pd pulsating rhythmic toys working on a PC – thanks, Jaime, for the virtual contribution!
  • jReality Peter Brinkmann demonstrated the sonic capabilities of audiovisual virtual reality framework jReality. Intense stuff – you don’t even need to use Cartesian coordinates. Elliptical, baby!
  • Networked Objects: Eric Beug brought by his DIY wireless synth modules and an iPhone for control. This progress is under development, so I hope it makes a repeat visit.

By the way, in case you wondered what happens when a bunch of people play all their newly-built Noise Toys at once? It sounds something like … this (and sorry, my digicam mic was entirely incapable of capturing the resulting sonic chaos):

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GDC: Music, Video Games, and Interactivity – Chat with Boing Boing Video

Matt Ganucheau and I got to sit down with Xeni Jardin of Boing Boing Video during the Game Developer Conference to discuss some of the potential for interactive music in games. Matt is a composer, sound designer, and educator, talking about how he’s encouraging his own students to think about adaptive music in new ways, combining Max/MSP and a Space Invaders clone built in the Unity Game Engine. (See our story from earlier this week.)

I talk a little about my sense that new tools could expand the range of possibilities in game music. Right now, the two major game engines are the AudioKinetic Wwise and Firelight fmod engines, each of which do have potential of their own – and continue adding features for more interactive sound scores. Each got some significant, flashy new features announced at GDC. But I was especially impressed by the use of Pure Data (Pd) in a custom implementation inside the game Spore. That allowed the compositional team to produce a truly generative musical score (led by legendary composer Brian Eno, with EA’s Kent Jolly and composer Aaron McLeran). I hope we see more of that in the future. Starting of students doing it themselves (with Max in this case) is not a bad way to start.

Boing Boing has more video of us they’ll be posting soon – including the embarrassing but diverting footage of us dancing around in Katamari costumes.

I’m new to this speaking live thing, but hope you enjoy. My favorite part was getting questions going. Livecasting is something we’ll try here soon.

A big thanks to Xeni and the talented Boing Boing TV crew for inviting us on and running a great show! And thanks to those of you who came on the chat rooms to talk to us – actually a lot of terrific questions and comments we weren’t able to address.

Music in Video Games, a conversation with Peter Kirn and Matt Ganucheau [Boing Boing, with lots of download options for YouTube, MP4, iTunes, etc.]

GDC: Boiling Waterphones and Other Sonic Inspirations from Composer Troels Folmann

 
Hot-boiled waterphone, coming up. Troels explains: “We boiled it at 4 different temperature levels and its a part of the massively multi-sampled waterphone (it’s over 2.900 samples).”

Award-winning composer Troels Folmann has made a name as a video game composer on the likes of the Tomb Raider series, as well as espousing new ideas about adaptive music for games like his “micro-scoring” methodology. But speaking to a roomful of composers and sound designers at the recent Game Developer Conference, he turned to the topic of reinvention. Even having perfected signature sounds that keep him in demand on jobs like blockbuster feature trailer soundtracks, Troels challenged attendees to get out of their usual habits and comfort zones.

And that means torturing some instruments. No, really torturing them: breaking sticks, destroying drums, warping instruments, and boiling waterphones (putting the whole instrument on a stove).

Human beings, of course, shouldn’t be tortured – to get the best sound of them, you want to get them drunk. (I want the Drunken Eastern European Choir sample library, Troels!)

Speaking excitedly in run-on sentences that clipped one another – a bit like sample in and out points were set wrong – Troels revealed some of his latest sampling explorations and sonic secrets. It was, truly, one of the best talks I saw at GDC – and unquestionably the highest idea and inspiration – to – time ratio, even if you weren’t into sound. Here are some of the gems from that conversation, along with some of the lists of bizarrely-combined sampled instruments in recent compositions.

I was looking over my notes and wondering if I should polish them. But then, I realized that I had transcribed all the things Troels said that interested me. If I put them all in a jar, I could take any one idea out on a day when my musical reserves were dry and be inspired. So I’ll share them with you in exactly that form.

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Inside the Performance Rights Act, And Deciding Who Gets Paid on the Radio

Performers don’t get paid for radio play, even if writers do. Billy Corgan – yes, the Smashing Pumpkins Billy Corgan – is getting in on the issue, testifying to Congress. So should you be on Billy’s side, or the broadcasters? That’s a trickier question. Photo (CC) Andra Veraart.

Policy, intellectual property, and changing business models remain hot threads to follow on this site as we watch the transformation of music distribution in the electronic age. This time, we welcome a new contributor to look inside the issues. Surprise: one radio host sides with the record industry, and the issues may not be as clear as you think. Jo explains. –Ed.

Imagine this:  A track from your new record is being played out on the radio — nonstop. All the major indie stations in Los Angeles, New York, Chicago, Miami and Atlanta have picked it up. At this point, I’m sure you’ve already ordered a fancy synth that you plan to pay for with your big check. But there is a problem: You did an acoustic version of Jimmy Edgar’s “My Beats.” So who gets paid? Jimmy Edgar. Guess who does not get paid? You!

The Performance Rights Act is a bill before the US Congress that would require terrestrial radio stations to pay royalties to the performer of a track. It is being supported by artists like Billy Corgan (who recently testified on behalf of the artists’ rights group, the musicFIRST coalition) Don Henley, Jay-Z, Billy Idol, as well as the Recording Industry Association of America (RIAA). Aside from the issue of “fairness,” the United States is one of the few countries that does not require payment to the performing artist when her track is played on the radio.

Celia Hirschman, host of “On the Beat” on Los Angeles’ KCRW public radio, a broadcast on changes and trends in the music business, says she agrees with the act. (Celia notes these are her personal views, and do not necessarily reflect the position of KCRW.)

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Sexy DIY Footswitch for Music, Using the Brain of a USB QWERTY Keyboard

Your feet are your two most valuable, underused extremities for music. Your hands are busy, but your feet can trigger transport, recording, looping, different instruments … you get the idea. All you need is a perfect controller.

AlexMC on the Ableton forum liked our $10 DIY footcontroller for Ableton Live, as engineered by Mike Una. But he thought he could do better. So he takes the design from ghetto-fabulous in Mike’s previous iteration to dead-sexy.

The starting point is again a USB QWERTY keyboard, but now AlexMC takes the brains out (the PCB that handles input from keys and communication with the PC). Alex has copiously detailed, step-by-step instructions for soldering and assembly, along with circuit diagrams and specs for the case. There’s even still an LED attachment.

And because it all sends keystrokes, this is hugely useful in something like Ableton Live:

I now have 21 buttons, 20 of which send up to 40 unique outputs depending on the status of the BANK switch…

The main intended use will be to control REC, PLAY and STOP for each of 12 separate tracks in Live, leaving three switches for:
- CAPS (i.e. BANK)
- Stop/fade out all tracks
- Tap tempo/engage metronome

Of course I can dynamically re-assign any function during a Live session by activating the Key Mapping function – without stopping the music.

Sure beats a Boss looping pedal, doesn’t it?

DIY Ableton foot controller build thread!

Thanks to gbsr for sending this out way!

Previously (and with additional tips on key mapping):

Get loopy with the DIY $10 Ableton Footcontroller (no soldering required)

Elsewhere (and in a slightly more compact form factor, as that’s what that author desired):


Making Connections: Building a USB Footswitch [Cycling '74]