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	<title>Create Digital Music &#187; 3D</title>
	<atom:link href="http://createdigitalmusic.com/tag/3d/feed/" rel="self" type="application/rss+xml" />
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	<description>Making music with technology</description>
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		<title>3D Modular Sound Gets Real: Stunning AudioGL Demos, Crowd Funding, Beta Coming to You Soon</title>
		<link>http://createdigitalmusic.com/2012/02/3d-modular-sound-gets-real-stunning-audiogl-demos-crowd-funding-beta-coming-to-you-soon/</link>
		<comments>http://createdigitalmusic.com/2012/02/3d-modular-sound-gets-real-stunning-audiogl-demos-crowd-funding-beta-coming-to-you-soon/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 12:06:43 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22654</guid>
		<description><![CDATA[Electronic music making has had several major epochs. There was the rise of the hardware synth, first with modular patch cords and later streamlined into encapsulated controls, in the form of knobs and switches. There was the digital synth, in code and graphical patches. And there was the two-dimensional user interface. We may be on &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/02/3d-modular-sound-gets-real-stunning-audiogl-demos-crowd-funding-beta-coming-to-you-soon/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/XJbHcuZUFl0" frameborder="0" allowfullscreen></iframe></p>
<p>Electronic music making has had several major epochs. There was the rise of the hardware synth, first with modular patch cords and later streamlined into encapsulated controls, in the form of knobs and switches. There was the digital synth, in code and graphical patches. And there was the two-dimensional user interface.</p>
<p>We may be on the cusp of a new age: the three-dimensional paradigm for music making.</p>
<p>AudioGL, a spectacularly-ambitious project by Toronto-based engineer and musician Jonathan Heppner, is one step closer to reality. Three years in the making, the tool is already surprisingly mature. And a crowd-sourced funding campaign promises to bring beta releases as soon as this summer. In the demo video above, you can see an overview of some of its broad capabilities:</p>
<ul>
<li>Synthesis, via modular connections</li>
<li>Sample loading</li>
<li>The ability to zoom into more conventional 2D sequences, piano roll views, and envelopes/automation</li>
<li>Grouping of related nodes</li>
<li>Patch sharing</li>
<li>Graphical feedback for envelopes and automation, tracked across z-axis wireframes, like circuitry</li>
</ul>
<p>All of this is presented in a mind-boggling visual display, resembling nothing more than constellations of stars.</p>
<p>Is it just me, or does this make anyone else want to somehow combine modular synthesis with a space strategy sim like <em>Galactic Civilizations</em>? Then again, that might cause some sort of nerd singularity that would tear apart the fabric of the space-time continuum &#8211; or at least ensure <em>we never have any normal human relationships again</em>.</p>
<p>Anyway, the vitals:<span id="more-22654"></span></p>
<ul>
<li>It runs on a lowly Lenovo tablet right now, with integrated graphics.</li>
<li>The goal is to make it run on <em>your</em> PC by the end of the year. (Mac users hardly need a better reason to dual boot. Why are you booting into Windows? Because I run a single application <em>that makes it the future</em>.)</li>
<li>MIDI and ReWire are onboard, with OSC and VST coming.</li>
<li>With crowd funding, you&#8217;ll get a Win32/64 release planned by the end of the year, and betas by summer (Windows) or fall/winter (Mac).</li>
</ul>
<p>I like this quote:</p>
<blockquote><p>Some things which have influenced the design of AudioGL:<br />
Catia              &#8211; Dassault Systèmes<br />
AutoCAD        &#8211; Autodesk<br />
Cubase          &#8211; Steinberg<br />
Nord Modular &#8211; Clavia<br />
The Demoscene</p></blockquote>
<p>Indeed. And with computer software now reaching a high degree of maturity, such mash-ups could open new worlds.</p>
<p>Learn about the project, and contribute by the 23rd of March via the (excellent) IndieGogo:</p>
<p><strong><a href="http://audiogl.com">http://audiogl.com</a></strong></p>
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		<slash:comments>23</slash:comments>
		</item>
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		<title>Across the Universe: Mind-Blowing AV Performance Makes Music a Spacey Trip</title>
		<link>http://createdigitalmusic.com/2012/02/across-the-universe-mind-blowing-av-performance-makes-music-a-spacey-trip/</link>
		<comments>http://createdigitalmusic.com/2012/02/across-the-universe-mind-blowing-av-performance-makes-music-a-spacey-trip/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 19:44:38 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Artists]]></category>
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		<category><![CDATA[Tarik Barri]]></category>
		<category><![CDATA[versum]]></category>
		<category><![CDATA[z-axis]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22608</guid>
		<description><![CDATA[Turning music and sound into three-dimensional worlds often yields something that fields like a trip through space. But this feels like a real trip. Through pulsing, glowing starfields, &#8220;Versum&#8221;&#8216;s audiovisual movements are brain-bendingly transformative. Artist Tarik Barri has created an integrated world of sound and image that makes the interface and the compositional realms seamless. &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/02/across-the-universe-mind-blowing-av-performance-makes-music-a-spacey-trip/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/20347210?title=0&amp;byline=0&amp;portrait=0" width="640" height="352" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Turning music and sound into three-dimensional worlds often yields something that fields like a trip through space. But this feels like a real <em>trip</em>. Through pulsing, glowing starfields, &#8220;Versum&#8221;&#8216;s audiovisual movements are brain-bendingly transformative. Artist Tarik Barri has created an integrated world of sound and image that makes the interface and the compositional realms seamless. It seems as though this really is a musical universe, through whose harmonies of the spheres you can fly like. Boldly going, indeed.</p>
<p>Ingredients: Max/MSP/Jitter, Processing, Java, SuperCollider, GLSL [the 3D shading language], and &#8230; some serious skill and time, I imagine.</p>
<p>The work has been in development for some years (not surprisingly, given the results). But it surfaced again as we brought up the <a href="http://www.3dconnexion.com/">3Dconnexion SpaceNavigator</a> hardware as a practical controller for 3D. See Create Digital Motion:<br />
<a href="http://createdigitalmotion.com/2012/01/look-at-me-im-flying-spacenavigator-hardware-blender/">Look at Me, I’m Flying: SpaceNavigator Hardware + Blender</a></p>
<p>Tarik&#8217;s work resurfaced after a presentation in the UK. Reader janklug writes:</p>
<blockquote><p>I&#8217;m just back from the M4_u Max/MSP/Jitter conference in Leicester (was great, btw), where Tarik Barri presented his project &#8216;Versum&#8217;, both as an installation and as a performance.<br />
The user (and in case of the performance, Tarik) navigates through this incredible 3D-space-sequencer-universum with the help of a SpaceNavigator; glowing objects floating in this space produce sound, and as you approach them, they even give this nice doppler effect&#8230;<br />
It was totally amazing to be able to float between pulsing rhythm-planet-objects and shiny drone-beams; navigation was easy and natural. Tarik uses a combination of Processing and Max/MSP; don&#8217;t know which one the SpaceNavigator is connected to.<br />
Having tried this, I immediately ordered one; I think it also could be a great interface for M4L&#8230; </p></blockquote>
<p>More information:<br />
<strong><a href="http://tarikbarri.nl/projects/versum">http://tarikbarri.nl/projects/versum</a></strong><br />
<a href="http://www.icad.org/Proceedings/2009/Barri2009.pdf">PDF documentation [2009]</a></p>
<p>Significantly, it&#8217;s really the act of flying that controls the music. That remains interactive, but it&#8217;s the movement through the three-dimensional space that determines what you hear. As the artist explains:<span id="more-22608"></span></p>
<blockquote><p>This virtual world is seen and heard from the viewpoint of a moving virtual camera with virtual microphones attached. This camera, controlled in realtime by means of a joystick (or any other kind of controller) moves through space, similar to how first person shooter games work. Within this space, I place objects that can be both seen and heard, and like in reality, the closer the camera is to them, the louder you hear them. So when the camera moves past several visual objects, you simultaneously hear several sounds fading in and out. Consequently, the way the camera travels past them actually causes melodies and compositional structures to be seen and heard.</p>
<p>The visual position of each object coincides with the panning of its sound: objects to the right of the camera will also be heard on the right, and those behind the camera will be heard from behind in case a surround speaker setup is used. This principle also applies to the Z-axis, meaning that sounds can be heard coming from above and below if the speaker setup supports it.</p></blockquote>
<p>That&#8217;s the essential question, to me, when looking at 3D environments for music. What about the dimensionality will interact with the music? Is it something spatial, or will there be other sorts of interactions? (New Zealander-turned-Berliner <a href="http://julianoliver.com/">Julian Oliver</a> worked extensively with game engines, for instance. One solution for him was modifying the &#8220;gun&#8221; in those games to be an implement for doing things in the space, turning swords into plowshares after a fact by making the gun produce music rather than kill virtual entities.)</p>
<p>So, now you&#8217;ve seen some of the technical demonstration. But Tarik uses his work as an environment in which to make audiovisual performances. Here&#8217;s what some actual live playing looks like, in a beautiful, meditative piece called &#8220;Eleven&#8221;:<br />
<iframe src="http://player.vimeo.com/video/32204653?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>In fact, the biggest challenge to me of a piece this awesome is that you want an immersive environment, not just the small, rectangular screens that are often all festivals and venues can afford. </p>
<p>Holodeck, anyone?</p>
<p>More:<br />
<iframe src="http://player.vimeo.com/video/21503675?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
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		<title>Subcycle, Insanely Futuristic 3D Music Interface, Reaches New Levels of Pattern and Sound</title>
		<link>http://createdigitalmusic.com/2011/11/subcycle-insanely-futuristic-3d-music-interface-reaches-new-levels-of-pattern-and-sound/</link>
		<comments>http://createdigitalmusic.com/2011/11/subcycle-insanely-futuristic-3d-music-interface-reaches-new-levels-of-pattern-and-sound/#comments</comments>
		<pubDate>Tue, 15 Nov 2011 13:59:33 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21424</guid>
		<description><![CDATA[Compare the complex model of what a computer can use to control sound and musical pattern in real-time to the visualization. You see knobs, you see faders that resemble mixers, you see grids, you see &#8211; bizarrely &#8211; representations of old piano rolls. The accumulated ephemera of old hardware, while useful, can be quickly overwhelmed &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/subcycle-insanely-futuristic-3d-music-interface-reaches-new-levels-of-pattern-and-sound/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/32096487?title=0&amp;byline=0&amp;portrait=0&amp;color=C06838" width="640" height="360" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe></p>
<p>Compare the complex model of what a computer can use to control sound and musical pattern in real-time to the visualization. You see knobs, you see faders that resemble mixers, you see grids, you see &#8211; bizarrely &#8211; representations of old piano rolls. The accumulated ephemera of old hardware, while useful, can be quickly overwhelmed by a complex musical creation, or visually can fail to show the musical ideas that form a larger piece. You can employ notation, derived originally from instructions for plainsong chant and scrawled for individual musicians &#8211; and quickly discover how inadequate it is for the language of sound shaping in the computer.</p>
<p>Or, you can enter a wild, three-dimensional world of exploded geometries, navigated with hand gestures.</p>
<p>Welcome to the sci fi-made-real universe of Portland-based Christian Bannister&#8217;s subcycle. Combining sophisticated, beautiful visualizations, elegant mode shifts that move from timbre to musical pattern, and two-dimensional and three-dimensional interactions, it&#8217;s a complete visualization and interface for live re-composition. A hand gesture can step from one musical section to another, or copy a pattern. Some familiar idioms are here: the grid of notes, a la piano roll, and the light-up array of buttons of the monome. But other ideas are exploded into spatial geometry, so that you can fly through a sound or make a sweeping rectangle or circle represent a filter.</p>
<p>Ingredients, coupling free and open source software with familiar, musician-friendly tools:</p>
<ul>
<li>Two projectors</li>
<li>A <a href="http://monome.org">monome</a></li>
<li><a href="http://processing.org">Processing</a>, the elegant and artist-savvy free software for visual code</li>
<li>Ableton Live and Cycling &#8217;74&#8242;s Max for Live, acting as the interactive glue with the sound world</li>
<li><a href="http://www.image-line.com/documents/drumaxx.html">Drumaxx</a>, Image-Line&#8217;s tasty physical-modeled drum synth</li>
<li><a href="http://www.native-instruments.com/#/de/products/producer/battery-3/">Native Instruments Battery</a>, the sampled drum engine</li>
<li><a href="http://eclipse.org">Eclipse, the free IDE, for Java coding in this case</li>
<li><a href="http://nuicode.com/projects/tbeta">Community Core Vision</a> and <a href="http://reactivision.sourceforge.net/">reacTIVision</a> (based on our previous info, at least), free and open source community-based projects for making the interfaces you see in movies happen in real life.</li>
</ul>
<p><span id="more-21424"></span></p>
<p>Another terrific video, which gets into generating a pattern:<br />
<iframe src="http://player.vimeo.com/video/30507399?title=0&amp;byline=0&amp;portrait=0&amp;color=C06838" width="640" height="352" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe></p>
<p>Now, I could say more, but perhaps it&#8217;s best to watch the videos. Normally, when you see a demo video with 10 or 11 minutes on the timeline, you might tune out. Here, I predict you&#8217;ll be too busy trying to get your jaw off the floor to skip ahead in the timeline.</p>
<p>At the same time, to me this kind of visualization of music opens a very, very wide door to new audiovisual exploration. Christian&#8217;s eye-popping work is the result of countless decisions &#8211; which visualization to use, which sound to use, which interaction to devise, which combination of interfaces, of instruments &#8211; and, most importantly, <em>what kind of music</em>. Any one of those decisions represents a branch that could lead elsewhere. If I&#8217;m right &#8211; and I dearly hope I am &#8211; we&#8217;re seeing the first future echoes of a vast, expanding audiovisual universe yet unseen.</p>
<p>Previously:<br />
<a href="http://cdm.fm/uWQqXG">Subcycle: Multitouch Sound Crunching with Gestures, 3D Waveforms</a></p>
<p>And lots more info on the blog for the project:<br />
<strong><a href="http://www.subcycle.org/">http://www.subcycle.org/</a></strong></p>
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		<title>Ozone 5 Arrives: More Visual, Space Age UI, and Updated DSP in Mastering Tool</title>
		<link>http://createdigitalmusic.com/2011/11/ozone-5-arrives-more-visual-space-age-ui-and-updated-dsp-in-mastering-tool/</link>
		<comments>http://createdigitalmusic.com/2011/11/ozone-5-arrives-more-visual-space-age-ui-and-updated-dsp-in-mastering-tool/#comments</comments>
		<pubDate>Fri, 11 Nov 2011 12:00:40 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21384</guid>
		<description><![CDATA[Let&#8217;s get straight to it: Ozone has already established itself as a do-everything mastering tool. It&#8217;s a suite of interconnected modules handling frequency and dynamics, designed to work together in an integrated interface. It does so much, in fact, that it&#8217;s hard for an upgrade to do more, but Ozone 5 promises new sound and &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/ozone-5-arrives-more-visual-space-age-ui-and-updated-dsp-in-mastering-tool/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/11/iZotope_Ozone5_MeterTaps.jpg"><img src="http://createdigitalmusic.com/files/2011/11/iZotope_Ozone5_MeterTaps-640x351.jpg" alt="" title="iZotope_Ozone5_MeterTaps" width="640" height="351" class="alignnone size-large wp-image-21396" /></a></p>
<p>Let&#8217;s get straight to it: Ozone has already established itself as a do-everything mastering tool. It&#8217;s a suite of interconnected modules handling frequency and dynamics, designed to work together in an integrated interface. It does so much, in fact, that it&#8217;s hard for an upgrade to do more, but Ozone 5 promises new sound and visual feedback that could further entrench this popular tool.</p>
<p>And that could explain how Ozone 5 stole the Audio Engineering Society trade show in New York. AES is a flurry of knobs, dials, and faders, but some of the major buzz we heard was just this single upgrade to the software. (CDM&#8217;s Marsha Vdovin was out on the floor, and the word &#8220;Ozone&#8221; kept cropping up.)</p>
<p>Ozone is eminently visual software, so a lot of what&#8217;s new you can glean just by looking through the screenshots. But there are sound improvements, as well, both in the standard Ozone and the spendier &#8220;Advanced&#8221; edition.</p>
<p>What&#8217;s new:</p>
<ul>
<li><strong>Updated modules.</strong> iZotope says they&#8217;ve &#8220;refined&#8221; their DSP algorithms. (Let&#8217;s see, carry the one&#8230;) The idea is, existing modules should sound better. There&#8217;s a <a href="http://www.izotope.com/products/audio/ozone/#ozone_matrix">detailed list on the iZotope site</a> &#8211; aside from more subtle changes, you&#8217;ll find very specific adjustments to how parameters are controlled and how they impact the sound. To give one example, there&#8217;s a &#8230;</li>
<li><strong>New Limiter.</strong> The latest version of iZotope&#8217;s &#8220;psychoacoustics-based&#8221; limiter in the Advanced edition has a new stereo link control for handling left and right separately or together, and new intelligent transient handling algorithms, among other improvements.</li>
<li><strong>Enhanced EQ.</strong> Analog-matching EQ models analog shelf modes and frequency response, matching is easier than before, as with other modules, you can use left/right separately, and now zoom and display stereo info in your spectrum. There&#8217;s also new variable-phase functionality.</li>
<li><strong>New Reverb.</strong> Yes, sometimes you use reverb when mastering. (A little light reverb can do wonders.) A new modeled reverb algorithm adds new models and spaces and gives you unique early reflection control, as well as &#8220;cross-mix&#8221; for stereo imaging.</li>
<li><strong>New UI, workflow.</strong> I&#8217;ll let you just see what this looks like, but suffice to say parameters and labels are better-organized to be friendlier to advanced and beginning users alike. Past versions of Ozone were sometimes pretty-but-counterintuitive; this looks a bit clearer. Of course, you might not notice while dazzled by the&#8230;</li>
<li><strong>Slick visual feedback.</strong> In the standard version, metering has been enhanced. In the Advanced version, you get slick 2D and 3D plots of your sound spectrum for the Meter Bridge and Meter Taps modules. They look awesome, yes, but I also think these kind of &#8220;alien world mountainscape&#8221; views can help you better visualize what&#8217;s happening in a sound, so there is a practical use, too.</li>
</ul>
<p><a href="http://createdigitalmusic.com/files/2011/11/iZotope_Ozone5_StereoImaging.jpg"><img src="http://createdigitalmusic.com/files/2011/11/iZotope_Ozone5_StereoImaging-640x438.jpg" alt="" title="iZotope_Ozone5_StereoImaging" width="640" height="438" class="alignnone size-large wp-image-21398" /></a><span id="more-21384"></span></p>
<p>And, of course, all of this means you can easily wow clients when mastering by showing them visualizations that look like Geordi LaForge is studying abnormal quasar activity from the deck of the Enterprise. Just try to avoid opening up a cosmic string-related time wrinkle while mastering.</p>
<p>(And yes, when you&#8217;re all alone and no one is looking over your shoulder, you can do something useful with it.)</p>
<p>Pricing: US$249 (€195); US$999 (€799) Advanced.</p>
<p>Why is Advanced so expensive? Well, each module is also an independent plug-in you can use in your host. With that in mind, this starts to look like a better deal &#8211; some terrific reverb, EQ, and dynamics you can use anywhere. You also get the Meter Bridge and Meter Tap for analysis, fancier 2D and 3D spectrographs, and more advanced loudness meters. On the other hand, the basic version will also work with your host and gives you the sound-processing functionality minus all those more sophisticated meters you might need.</p>
<p><strong>This month, there&#8217;s also steeply discounted intro pricing:</strong> US$599 for Advanced, US$199 for the standard edition. Expires December 1.</p>
<p>Ozone 5 was announced last month, but is now shipping. An OpenGL 2-capable video card is required for the 3D visualizations, but nearly all machines now provide that (including most integrated chipsets, too).</p>
<p><strong><a href="http://www.izotope.com/products/audio/ozone/index.asp">Ozone 5 Product Page @iZotope</a></strong></p>
<p>For a look at what this tool can do, here&#8217;s our friend and experienced mastering and mix engineer Danny Wyatt, talking about how he works with limiting. The new UI and meters are actually a lot clearer than what you see in the video, and offer some nice, new functionality. I can tell you, Danny is a fully-converted Ozone lover, having worked with him in the studio as he mastered my own album. He&#8217;s got a big toolset of other stuff, but Ozone is very often what the real work comes down to, and &#8212; I think I can say this, Danny &#8212; he&#8217;ll be happy to evangelize the tool if you talk to him.</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/MqsfKRKWYPQ?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>This isn&#8217;t a review, mind &#8211; in fact, my only significant reservation is that Ozone is so slick, it could distract from the reality that good mastering probably doesn&#8217;t <em>need</em> it. A great mastering engineer can do wonders with a fairly simple tool and their ear &#8211; no wild visualizations required. (&#8220;Great mastering engineer,&#8221; also known as, &#8220;not me.&#8221;) But that same person may well appreciate the level of precision iZotope, working with algorithms they&#8217;ve developed entirely in-house, can provide.</p>
<p><strong>We want your feedback, as always.</strong> Ozone users &#8211; what do you think?</p>
<p>Users of rival products &#8211; what&#8217;s your all-in-one mastering tool of choice, and why?</p>
<p><a href="http://createdigitalmusic.com/files/2011/11/iZotope_Ozone5_MeterBridge.jpg"><img src="http://createdigitalmusic.com/files/2011/11/iZotope_Ozone5_MeterBridge-640x350.jpg" alt="" title="iZotope_Ozone5_MeterBridge" width="640" height="350" class="alignnone size-large wp-image-21399" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2011/11/iZotope_Ozone5_EQ.jpg"><img src="http://createdigitalmusic.com/files/2011/11/iZotope_Ozone5_EQ-640x438.jpg" alt="" title="iZotope_Ozone5_EQ" width="640" height="438" class="alignnone size-large wp-image-21400" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2011/11/iZotope_Ozone5_EQ1.jpg"><img src="http://createdigitalmusic.com/files/2011/11/iZotope_Ozone5_EQ1-640x438.jpg" alt="" title="iZotope_Ozone5_EQ" width="640" height="438" class="alignnone size-large wp-image-21401" /></a></p>
<div class="imgcaption">Images courtesy iZotope. Click for larger versions.</div>
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		<title>Your Body &#8211; to &#8211; Ableton Live Interfaces, with Max for Live, Kinect</title>
		<link>http://createdigitalmusic.com/2011/11/your-body-to-ableton-live-interfaces-with-max-for-live-kinect/</link>
		<comments>http://createdigitalmusic.com/2011/11/your-body-to-ableton-live-interfaces-with-max-for-live-kinect/#comments</comments>
		<pubDate>Wed, 09 Nov 2011 13:09:13 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21360</guid>
		<description><![CDATA[Perhaps you&#8217;ve seen the demo videos, as people do astounding things by moving their body around and using the Kinect camera to make music. Now, a set of Max for Live devices makes it reasonably easy to access your body as input inside Ableton Live. FaceOSC Mapper Pictured at top, this builds on Kinect superstar &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/11/your-body-to-ableton-live-interfaces-with-max-for-live-kinect/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/11/facemap.jpg"><img src="http://createdigitalmusic.com/files/2011/11/facemap-640x384.jpg" alt="" title="facemap" width="640" height="384" class="alignnone size-large wp-image-21361" /></a></p>
<p>Perhaps you&#8217;ve seen the demo videos, as people do astounding things by moving their body around and using the Kinect camera to make music. Now, a set of Max for Live devices makes it reasonably easy to access your body as input inside Ableton Live.<span id="more-21360"></span></p>
<p><strong><a href="http://www.maxforlive.com/library/device.php?id=922">FaceOSC Mapper</a></strong></p>
<p>Pictured at top, this builds on Kinect superstar coder Kyle McDonald&#8217;s face-tracking tool and lets you use your face &#8211; position and even facial movements &#8211; to control Ableton Live parameters.</p>
<p><a href="http://createdigitalmusic.com/files/2011/11/kinectcamera.jpg"><img src="http://createdigitalmusic.com/files/2011/11/kinectcamera-640x81.jpg" alt="" title="kinectcamera" width="640" height="81" class="alignnone size-large wp-image-21363" /></a></p>
<p><strong><a href="http://www.maxforlive.com/library/device.php?id=949">Kinect Camera</a></strong></p>
<p>For use with the V-Module and vizzABLE systems, you can plug in one or more Kinect cameras, and get tilt, distance filtering (to remove backgrounds), depth maps, RGB and IR modes, and plug in your depth-sensing camera for more goodness.</p>
<p><strong><a href="http://www.maxforlive.com/library/device.php?id=704">Kinect &#8211; OSCeleton</a></strong></p>
<p>The home run: look at skeletal tracking for extremely precise human control of parameters, as seen in the video. It only gives your left and right hand, but stay tuned for further developments. See also <a href="http://tohmjudson.com/?p=30">this example patch</a>.</p>
<p><iframe src="http://player.vimeo.com/video/25366381?title=0&amp;byline=0&amp;portrait=0&amp;color=000000" width="640" height="853" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe></p>
<p>Example video shows how to &#8220;track hand positions and translate to volume and send levels.&#8221; Not impressed? Remember, it&#8217;s a proof of concept: you can assign to other parameters, practice your movements, change the musical content, and even modify the patch to make it work better.</p>
<p>It&#8217;s Electronic Body Music! (Sorry, couldn&#8217;t resist. Kids, ask your &#8230; parents jeez we&#8217;re getting old, aren&#8217;t we?)</p>
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		<title>Jamming Live in 3D, a TEDx Toronto Installation, and Call for Your Work</title>
		<link>http://createdigitalmusic.com/2011/08/jamming-live-in-3d-a-tedx-toronto-installation-and-call-for-your-work/</link>
		<comments>http://createdigitalmusic.com/2011/08/jamming-live-in-3d-a-tedx-toronto-installation-and-call-for-your-work/#comments</comments>
		<pubDate>Wed, 24 Aug 2011 15:17:27 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=20341</guid>
		<description><![CDATA[Something crazy going on here. Install image from Drasko V. Drasko Vucevic, Toronto- and Santa Monica (California)-based sound designer and artist/composer, is apparently not only interested in playing alone. His upcoming interactive installation at Toronto&#8217;s Royal Music Conservatory will have an audience jamming along live via Twitter. And the artistry is crowd-sourced, too &#8211; with &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/08/jamming-live-in-3d-a-tedx-toronto-installation-and-call-for-your-work/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/08/drasko_install.jpg"><img src="http://createdigitalmusic.com/files/2011/08/drasko_install-640x395.jpg" alt="" title="drasko_install" width="640" height="395" class="alignnone size-large wp-image-20346" /></a></p>
<div class="imgcaption">Something crazy going on here. Install image from Drasko V.</div>
<p>Drasko Vucevic, Toronto- and Santa Monica (California)-based sound designer and artist/composer, is apparently not only interested in playing alone. His upcoming interactive installation at Toronto&#8217;s Royal Music Conservatory will have an audience jamming along live via Twitter. And the artistry is crowd-sourced, too &#8211; with a range of artists already onboard, Drasko is calling on musical and visual artists (read: <em>you</em>) to be involved with sounds and visuals.</p>
<p>Drasko has sent along extensive notes, so I&#8217;m going to let him speak for himself:<span id="more-20341"></span></p>
<blockquote><p>I am working through both Drastic Music and Eksperimental (my companies) to create an interactive installation experience for this year&#8217;s <a href="http://www.tedxtoronto.com/">TEDx Toronto conference</a> taking place at the <a href="http://rcmusic.ca/">Royal Music Conservatory</a>.</p>
<p>I am also doing an interactive music performance &#8211; an audio visual performance with a complete 3d/visual journey, which allows the audience (physical and digital) to collaborate with me by triggering audio and video elements in real time through their tweets.<br />
So far, I have a few great artists contributing their time to create some beautiful visuals for this first of its kind interactive real-time jam.</p>
<p><strong>Installation [Call for Audio]:</strong><br />
The installation concept is based around redefining collaboration. We are doing this by using real-time data (motion, color, sound, light) and tweets relating to TEDx to trigger, control, manipulate and compose audio elements on our back-end audio library (ableton). This is all happening through Processing, Max 5, Arduino, Ableton.</p>
<p>The massive back-end sound library contains loops, melodies, soundscapes, fx, you name it &#8211; produced by some great artists. The beauty of this is also that artists which have never before collaborated, will be remixed and mashed up solely by the audience, in relation to key words, discussions, movement, etc. </p>
<p>So far, the artists contributing audio content are:</p>
<p>Yoko K<br />
Trifonic<br />
Richard Devine<br />
Drumcell<br />
Audioandroid<br />
David Della Santa<br />
Darrin Wiener<br />
Audionerve<br />
Box of Toys<br />
Lodewijk Vos<br />
Matt Davis<br />
Adrian Ellis<br />
Andrew Lauzon<br />
Drasko V</p>
<p><strong>Performance [Visual Call]:</strong></p>
<p>As I mentioned, my performance will be very interactive, musically and visually. Both audio and video elements will be triggered based on tweets in real time. I have some great visual artists contributing their time, such as Murat Pak, Yongsub, Charlie Vicetto, etc, but am looking for more, to create elements for the performance. They would of course get the great exposure of TEDx brand, be mentioned everywhere online, and will be in the final video spread throughout blogs once we launch the digital music version.</p></blockquote>
<p>So how does the call for works &#8230; work?</p>
<p>The TEDxToronto conference is on September 23. Here&#8217;s how all the pieces come together for that and how to submit:</p>
<blockquote><p>Musical system uses a massive library of sound structures &#8211; loops, melodies, fx, soundscapes and more &#8211; triggered and manipulated solely by tweets (relating to TEDxToronto) and motion, color, sound and light within the RCM venue.</p>
<p>Over 12 compositions will be recorded on the day of the conference. The arrangement, structure and sounds used will depend only on the key words used in tweets, the types of emotional replies, and physical interactivity within the venue.</p>
<p>Beauty of having some great artists be remixed and mashed up by the general public, in a very subliminal way. (again &#8211; Through their emotional replies, and physical movement)</p>
<p>This posting is a call to artists who may wish to apply to contribute their audio content and be a part of the soundtrack we will create that day. They should contact drasko (at) drasticmusic (dot) com with a link to their portfolio and we will take it from there.</p>
<p>Our installation progress may be followed on my personal site (drasko-v.com) or via Drastic Music or Eksperimental blogs.</p>
<p>We plan to expand the installation idea and bring it online for an ever-changing musical universe manipulated by truly organic methods (digitally and physically).</p></blockquote>
<p>Interested to see how this will all come together. We&#8217;ll be watching. If you submit, and if you attend, let us know how it goes.</p>
<p>More on Drasko:<br />
<a href="http://drasko-v.com/">http://drasko-v.com/</a></p>
<p><a href="http://createdigitalmusic.com/files/2011/08/drasko_perform.jpg"><img src="http://createdigitalmusic.com/files/2011/08/drasko_perform-640x570.jpg" alt="" title="drasko_perform" width="640" height="570" class="alignnone size-large wp-image-20351" /></a></p>
<div class="imgcaption">Performance image.</div>
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		<title>Eye, Ear, Body Candy: The Pulsing, Geometric AV Worlds of numbercult</title>
		<link>http://createdigitalmusic.com/2011/08/eye-ear-body-candy-the-pulsing-geometric-av-worlds-of-numbercult/</link>
		<comments>http://createdigitalmusic.com/2011/08/eye-ear-body-candy-the-pulsing-geometric-av-worlds-of-numbercult/#comments</comments>
		<pubDate>Tue, 09 Aug 2011 16:33:59 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=20153</guid>
		<description><![CDATA[Sometimes, to quote Depeche Mode, words are very unnecessary. Instead, lose yourself for a few minutes in the vibrating mathemagical lands of numbercult, audiovisual immersions in which sound and geometry fuse in a strange, abstract dance. Their most recent creation, found via Richard Devine&#8217;s prolific Facebook wall and posted earlier this summer, explores an actual &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/08/eye-ear-body-candy-the-pulsing-geometric-av-worlds-of-numbercult/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/24473909?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0"></iframe></p>
<p>Sometimes, to quote Depeche Mode, words are very unnecessary. Instead, lose yourself for a few minutes in the vibrating mathemagical lands of numbercult, audiovisual immersions in which sound and geometry fuse in a strange, abstract dance.</p>
<p>Their most recent creation, found via Richard Devine&#8217;s prolific Facebook wall and posted earlier this summer, explores an actual audiovisual sequencer. See it at top:</p>
<blockquote><p>Connected is a graphical/musical sequencer system. a three way flow of information, between graphics, sound and external triggers shape the composition. Recorded in real-time.</p></blockquote>
<p>But actual functioning interfaces aside, I&#8217;ll leave you with some other video clips that traverse similar territory, these syncing up separate visual and audio systems.</p>
<p>These folks make music, too &#8211; have a listen to their album, at bottom. And that shifts to body candy, as in, for your butt, with danceable grooves.</p>
<p><iframe src="http://player.vimeo.com/video/6818046?title=0&amp;byline=0&amp;portrait=0" width="640" height="480" frameborder="0"></iframe><span id="more-20153"></span></p>
<p><iframe src="http://player.vimeo.com/video/5086207?title=0&amp;byline=0&amp;portrait=0" width="640" height="272" frameborder="0"></iframe></p>
<p><iframe src="http://player.vimeo.com/video/2231540?title=0&amp;byline=0&amp;portrait=0" width="640" height="483" frameborder="0"></iframe></p>
<p>All three of the above videos combine vvvv &#8211; the Windows-only, graphical patching environment for powerful 3D effects &#8211; with Ableton Live for sound.</p>
<p>But lest you think it&#8217;s all abstraction, have a listen to their excellent dance release on Bandcamp. Downloading:</p>
<p><iframe width="300" height="355" style="position: relative; display: block; width: 300px; height: 355px;" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=2136079942/size=grande2/bgcol=FFFFFF/linkcol=4285BB/" allowtransparency="true" frameborder="0"><a href="http://numbercult.bandcamp.com/album/volume-1-dance-floor-classics">Volume 1: Dance floor classics by numbercult</a></iframe></p>
<p><a href="http://www.numbercult.com/">http://www.numbercult.com/</a></p>
<p>By the way, ever wondered what visual software people are using? So did we. Don&#8217;t miss this look on our sister site, Create Digital Motion, including where vvvv fits on the spectrum:<br />
<a href="http://createdigitalmotion.com/2011/08/what-visual-software-readers-use-some-clear-favorites-plenty-of-diversity-in-census-results/">What Visual Software Readers Use: Some Clear Favorites, Plenty of Diversity, in Census Results</a></p>
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		<title>Entering the Third Dimension: One Evocative Take on Real-Time Music Creation with a 3D Interface</title>
		<link>http://createdigitalmusic.com/2011/06/entering-the-third-dimension-one-evocative-take-on-real-time-music-creation-with-a-3d-interface/</link>
		<comments>http://createdigitalmusic.com/2011/06/entering-the-third-dimension-one-evocative-take-on-real-time-music-creation-with-a-3d-interface/#comments</comments>
		<pubDate>Tue, 28 Jun 2011 19:05:10 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[AudioGL, a project teased in videos first in April and then again last week, is a new concept in designing a user interface for real-time music creation. Visuals and sound alike are generative, with the rotating, 3D-wireframe graphics and symbolic icons representing a kind of score for live synthesized music. The tracks in the video &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/06/entering-the-third-dimension-one-evocative-take-on-real-time-music-creation-with-a-3d-interface/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="390" src="http://www.youtube.com/embed/bCC9uHHAEuA" frameborder="0" allowfullscreen></iframe></p>
<p>AudioGL, a project teased in videos first in April and then again last week, is a new concept in designing a user interface for real-time music creation. Visuals and sound alike are generative, with the rotating, 3D-wireframe graphics and symbolic icons representing a kind of score for live synthesized music. The tracks in the video may sound like they&#8217;ve been pre-synthesized, polished, and sampled from elsewhere, but according to the creator, they&#8217;re all produced in the graphical interface you see &#8211; what you see is what you hear.</p>
<p>The newest video, released this week, reveals in detail the project&#8217;s notions of how to make a 3D, live music interface work. The UI itself is similar to other graphical patching metaphors, but here, like exploding a circuit diagram in space, routings and parameter envelopes are seen and edited in a freely-rotating view in three dimensions rather than on a flat plane.</p>
<p>There&#8217;s a reason interfaces like this have been few. Computer displays and pointing methods tend to be heavily biased to two-dimensional use, modeled as flat planes like pieces of paper. Working in two dimension is simply easier; there&#8217;s no reason you can&#8217;t take another layer of parameters and represent it on a two-dimensional interface. And rotating around in 3D space can make it difficult to keep your bearings. </p>
<p>Those challenges, though, don&#8217;t make this less interesting &#8211; they make it juicier and more delicious as design problem and stunning, futuristic musical model. Freed in three dimensions, a complex set of envelopes and parameters has room to spread out visually, making a kind of spatial score. This particular project strikes an interesting balance between traditional, iconic UI &#8211; operators are represented with graphic symbols &#8211; and more free-flowing geometry representing the sequencing and envelopes. To me, the latter is more compelling, but putting the two together may make the program more flexible and familiar to users of other music software.</p>
<p>What could knock you out of your chair, though, is the sheer depth of the software teased in the video. This is no simple tech demo: it&#8217;s an attempt to build an entirely new, live-synthesizing music tool from scratch in 3D. It&#8217;s like the International Space Station of music software, assembled in some void. I got a couple of tips on this today, and some are even wondering if it&#8217;s real. </p>
<p>It appears to be very real. Whether this particular tool is usable or not to me almost isn&#8217;t important: a spectacular failure in this arena would even be useful. Anyone waiting for some sort of &#8220;singularity&#8221; in music tech, I think it&#8217;s coming: it&#8217;s just going to be a singularity of human software ingenuity, explosive creativity and invention from independent developers. I can&#8217;t wait.</p>
<p>Stay tuned to find out more about this particular project.</p>
<p>See also the <a href="http://www.youtube.com/watch?v=H-RCzeJQazA&#038;feature=mfu_in_order&#038;list=UL">earlier video</a> (not able to grab the embed code for some reason).</p>
<p>Thanks, Bodo Peeters, among others, for the tip.</p>
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		<title>Virtual Synths: Modeling Gear, as Imagined by Communities and Engineers</title>
		<link>http://createdigitalmusic.com/2010/12/virtual-synths-modeling-gear-as-imagined-by-communities-and-engineers/</link>
		<comments>http://createdigitalmusic.com/2010/12/virtual-synths-modeling-gear-as-imagined-by-communities-and-engineers/#comments</comments>
		<pubDate>Thu, 02 Dec 2010 16:00:51 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=15055</guid>
		<description><![CDATA[Do Androids Dream of Electric Synths? Imagining an instrument from a clean sheet of paper is an essential part of the design process. It can remind us of the extent of possibilities &#8211; and, sometimes, why compromise is necessary. The German site Amazona.de this week unveiled mock-ups of an instrument conceived by their community. The &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/12/virtual-synths-modeling-gear-as-imagined-by-communities-and-engineers/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2010/12/tyrell_OSC.jpg"><img src="http://createdigitalmusic.com/files/2010/12/tyrell_OSC-640x320.jpg" alt="" title="tyrell_OSC" width="640" height="320" class="alignnone size-large wp-image-15070" /></a></p>
<p>Do Androids Dream of Electric Synths?</p>
<p>Imagining an instrument from a clean sheet of paper is an essential part of the design process. It can remind us of the extent of possibilities &#8211; and, sometimes, why compromise is necessary. The German site <a href="http://amazona.de">Amazona.de</a> this week unveiled mock-ups of an instrument conceived by their community. The design looks terrific, and the specs (below) do read like the sorts of things synthesists would want. My only concern is that the results could be very cost prohibitive; the obvious remedy it seems would be to use digital oscillators in place of the eight-voice &#8220;true analog&#8221; spec described here. (I&#8217;m of the &#8220;if it sounds good, it is good&#8221; school. And with that compromise, the rest of this becomes very feasible.) </p>
<p>Potential spec creep aside, I do love the layout and the mock-up designs, however. And that&#8217;s why this sort of exercise matters. Amazona.de are lucky to have a great designer to make those mock-ups seem real. Stephan Gries created the renders, working in the awesomely-powerful modeling tool <a href="http://www.rhino3d.com/">Rhino 3D</a>. His background is in construction in mechanical engineering, but he tells CDM he&#8217;d love to work in visualizing music hardware professionally.</p>
<p>One regularly-asked question is why hardware doesn&#8217;t take new forms. (The original Minimoog, while ultimately using a conventional design, even featured space-age, futuristic alternative versions.) With this kind of visualization in reach, I think it&#8217;s possible hardware designers will take more risks, partly because they&#8217;ll be able to better present their ideas to would-be users. So, with that spirit in mind, I&#8217;m pleased to share some of Stephan&#8217;s work, not only on the Amazona dream synth, but Doepfer and Cwejman models, too.</p>
<p>Virtual analog, indeed: it&#8217;s simulated, but gear pr0n nonetheless. Congrats to the Amazona.de community and to Stephan for the great work.<span id="more-15055"></span></p>
<p><a href="http://createdigitalmusic.com/files/2010/12/tyrell_totale.jpg"><img src="http://createdigitalmusic.com/files/2010/12/tyrell_totale-640x320.jpg" alt="" title="tyrell_totale" width="640" height="320" class="alignnone size-large wp-image-15071" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2010/12/tyrell_wheels.jpg"><img src="http://createdigitalmusic.com/files/2010/12/tyrell_wheels-640x320.jpg" alt="" title="tyrell_wheels" width="640" height="320" class="alignnone size-large wp-image-15072" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2010/12/tyrell_filter.jpg"><img src="http://createdigitalmusic.com/files/2010/12/tyrell_filter-640x320.jpg" alt="" title="tyrell_filter" width="640" height="320" class="alignnone size-large wp-image-15068" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2010/12/tyrell_logo.jpg"><img src="http://createdigitalmusic.com/files/2010/12/tyrell_logo-640x320.jpg" alt="" title="tyrell_logo" width="640" height="320" class="alignnone size-large wp-image-15069" /></a></p>
<blockquote><p>[Tyrell is an] experiment carried out by your colleagues from Germany from<br />
the online magazine for musicians AMAZONA.de.</p>
<p>With a multitude of campaigns at various levels  AMAZONA.de ran a one-year survey and together with their readers invented the dream synthesizer. This synthesizer promises huge market potential.</p>
<p>Its exciting features include:<br />
·         8 voices / true analog<br />
·         2 oscillators<br />
·         Oscillator sync, FM, ring modulation and pulseb modulation<br />
·         Wave-forms sinus, saw and two different noise waves (morphing from sinus to saw)<br />
·         Multimode filter and band-pass filters<br />
·         Arpeggiator<br />
·         Two  ADSR envelopes<br />
·         Three LFOs<br />
·         Midi, midi-clock for ARP and CV/gate in/out</p>
<p>Detailed layout and technical plans are all complete. All we need now is a brave producer<br />
to make the TYRELL dream come true.</p>
<p>As mentioned above, it is an experiment.</p>
<p>We certainly have faith in our idea – and as you know, faith can move mountains.</p>
<p>You will find the whole story here:<br />
<a href="http://www.amazona.de/index.php?page=26&#038;file=2&#038;article_id=3191&#038;page_num=1">http://www.amazona.de/index.php?page=26&#038;file=2&#038;article_id=3191&#038;page_num=1</a></p></blockquote>
<p>And more renders, of real analog gear&#8230;<br />
<a href="http://createdigitalmusic.com/files/2010/12/Cwejman-S1_088.jpg"><img src="http://createdigitalmusic.com/files/2010/12/Cwejman-S1_088-640x320.jpg" alt="" title="Cwejman-S1_088" width="640" height="320" class="alignnone size-large wp-image-15067" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2010/12/Cwejman-S1_077-1.jpg"><img src="http://createdigitalmusic.com/files/2010/12/Cwejman-S1_077-1-640x426.jpg" alt="" title="Cwejman-S1_077-1" width="640" height="426" class="alignnone size-large wp-image-15066" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2010/12/Cwejman-S1_071.jpg"><img src="http://createdigitalmusic.com/files/2010/12/Cwejman-S1_071-640x395.jpg" alt="" title="Cwejman-S1_071" width="640" height="395" class="alignnone size-large wp-image-15065" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2010/12/A-100-Assembly-Minirack_Scene5_grau.jpg"><img src="http://createdigitalmusic.com/files/2010/12/A-100-Assembly-Minirack_Scene5_grau-640x293.jpg" alt="" title="A-100-Assembly-Minirack_Scene5_grau" width="640" height="293" class="alignnone size-large wp-image-15064" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2010/12/A-100-Assembly-Minirack_Scene2_nah_0017.jpg"><img src="http://createdigitalmusic.com/files/2010/12/A-100-Assembly-Minirack_Scene2_nah_0017-640x293.jpg" alt="" title="A-100-Assembly-Minirack_Scene2_nah_0017" width="640" height="293" class="alignnone size-large wp-image-15063" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2010/12/A-100-Assembly-Minirack_Scene1_Front_warm_0011.jpg"><img src="http://createdigitalmusic.com/files/2010/12/A-100-Assembly-Minirack_Scene1_Front_warm_0011-640x293.jpg" alt="" title="A-100-Assembly-Minirack_Scene1_Front_warm_0011" width="640" height="293" class="alignnone size-large wp-image-15062" /></a></p>
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		<title>Unity Game Engine 3 Adds Real-time Audio, Mod Tracker Features</title>
		<link>http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/</link>
		<comments>http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 16:35:13 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[android]]></category>
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		<category><![CDATA[game-engines]]></category>
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		<category><![CDATA[interactive]]></category>
		<category><![CDATA[interactive-audio]]></category>
		<category><![CDATA[interactive-music]]></category>
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		<description><![CDATA[Nearing the release of Unity 3, the popular multi-platform game engine, the dev team offers thoughts on what excites them most in the upgrade. Amongst those features are some tasty introductions in sound. Real-time audio features could make Unity an appealing environment for people working on experimental 3D interfaces for sound or adding more interactive &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/08/unity-game-engine-3-adds-real-time-audio-mod-tracker-features/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>Nearing the release of Unity 3, the popular multi-platform game engine, the dev team offers thoughts on what excites them most in the upgrade. Amongst those features are some tasty introductions in sound. Real-time audio features could make Unity an appealing environment for people working on experimental 3D interfaces for sound or adding more interactive sonic and music elements to games. And a MOD tracker &#8230; well, if you have to ask, you probably don&#8217;t care, but some heart rates in a particular community just shot way up.</p>
<p>From the blog:</p>
<blockquote><p><strong>Samantha Kalman</strong><br />
I’m most thrilled about the new audio features. Big things like fx filters and reverb zones to add atmosphere to your audio are awesome, but little things like reliable synching of multiple playing sources is completely wonderful. Combined with spectrum analysis you can do things like procedurally modify colors, meshes, lighting, or anything else based on audio playback. As someone who wants to make synaesthesia-invoking music games, I am so happy that these features made it into 3.0.</p>
<p><strong>Nicolaj Schweitz<br />
</strong>I love the new audio features, especially the possibility to use audio to affect any runtime variable. I can’t wait to see what people get out of this.</p>
<p>The mod tracker file support might start a new epoch in music for games — or should I say a revival of the demo scene trackers.</p></blockquote>
<p><a href="http://blogs.unity3d.com/2010/08/23/unity-3-what-feature-are-the-dev-team-most-proud-of/">Unity 3 – What Feature is The Dev Team Most Proud Of?</a> [Unity blog]</p>
<p>Thanks to <a href="http://dontnormally.com">Zyler Vega</a> for the tip!</p>
<p>From Unity&#8217;s site, a description of the &#8220;Audio Magic&#8221; coming in version 3:</p>
<blockquote><p>Unity 3 brings Reverb Zones, filters, tracker file support and a bunch of other goodies to the table. We&#8217;re also introducing editable falloff curves for all major audio parameters, so you get complete control over your sound ambience.</p></blockquote>
<p><a href="http://createdigitalmotion.com/2010/08/unity-3-game-engine-approaches-mind-blowing-upgrade/">More on the upgrade</a> at Create Digital Motion.</p>
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