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	<title>Create Digital Music &#187; 3D</title>
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		<title>Music, Physics, Space in Perfect Fusion: Interview, Creators of Game Osmos</title>
		<link>http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/</link>
		<comments>http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 16:33:53 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[ambient]]></category>
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		<description><![CDATA[ 
You&#8217;ll want superb music on loop, because it may &#8230; take some time to get out of this puzzle.
Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/09/osmos1.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos1" border="0" alt="osmos1" src="http://createdigitalmusic.com/images/2009/09/osmos1_thumb.jpg" width="580" height="435" /></a> </p>
<div class="imgcaption">You&#8217;ll want superb music on loop, because it may &#8230; take some time to get out of this puzzle.</div>
<p>Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, what form should that fusion take?</p>
<p>Space shooters with pounding electronic beats behind them have cleared some of the way. Now it’s ambient music’s turn. In the game <em>Osmos</em>, you become a mysterious particle, floating amongst gravity wells in various fields of material. By carefully navigating, applying just the right vector force to move through the shifting landscape, you merge with other particles and escape to safety. </p>
<p><a href="http://www.hemispheregames.com/osmos/">http://www.hemispheregames.com/osmos/</a></p>
<p>The move from “shoot stuff” to “move” or “eat” seems to be rising in popularity, with games like fl0w and Spore’s initial “cell stage” encouraging nonviolent navigation. To me, there’s something happening to the <em>zeitgeist</em>, perhaps a renewed awareness of cosmic (micro- or macroscopic) being, and of movement that draws on free-floating physics.</p>
<p>Even amongst a wave of games in this mode,when you actually play Osmos, you realize that it is something different and special. The design makes ingenious use of different kinds of movement and pacing through its different modes, at one point calling upon you to hurtle around a black hole, then move at nearly imperceptible speeds through a seemingly impossible-to-traverse petri dish of massive particles. No less than a shooter, it connects to the id and survival instinct. <em>Pac-Man</em>, the most successful arcarde game of all time, and one of the few that sucked in men and women in equal measure, was noted for its emphasis on <em>eating</em> as the mechanic. Consuming stuff appeals to everyone.</p>
<p>Of course, this is on a music site, and with good reason: what makes Osmos work is that Osmos is musical. It’s immediately beautiful and delicate, a perfect aesthetic union of the texture of the music and the on-screen arrangements of particles. More importantly, the music is woven directly into game play, providing subtle cues for dangers, and underscoring the pace of gameplay. You can only solve a level by managing speed and motion, and the music helps provide both the literal indications of speed and help your head get into the right zone to lose yourself in the world. If blips in early arcade games helped create a zone of play trance, now we have spectacular ambient soundtrack of music by <a href="http://www.myspace.com/loscil">Loscil</a>, Gas/High Skies [<a href="http://microscopics.co.uk/">Microscopics</a>], <a href="http://profile.myspace.com/index.cfm?fuseaction=user.viewProfile&amp;friendID=71175222">Julien Neto</a>, and <a href="http://www.biosphere.no/">Biosphere</a>. </p>
<p>The music isn’t simply a beautiful soundtrack to the game. The game really feels like an extension of the world of the music. Put it all together, and something magical happens in this $10 game: you hear the music in a new way.</p>
<p>I spoke to the lead designer behind the game, programmer/animator Eddy Boxerman, along with musical-sonic collaborator Mat Jarvis aka Gas aka High Skies.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/biosphere.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="biosphere" border="0" alt="biosphere" src="http://createdigitalmusic.com/images/2009/09/biosphere_thumb.jpg" width="580" height="385" /></a> </p>
<div class="imgcaption">Osmos’ music reads like a who’s-who of intelligent ambient music, with artists like Norway’s Biosphere. Photo: Trine Falch.</div>
<p> <span id="more-7641"></span>
<p><strong>Peter: I found it amusing that some of the game press have stumbled around looking for a name for a new genre here, the &quot;eat other stuff&quot; category. To me, the basic game controls could be traced back to early titles like <em>Asteroids</em>. What are the games that have inspired you, either specifically or generally?</strong></p>
<p>Eddy: Some people are dubbing the gameplay type as &quot;eat &#8216;em up&quot;, as opposed to the classic &quot;shoot &#8216;em up&quot;. But it&#8217;s true, the physics/controls have more in common with classic games such as <em>Asteroids</em> and <em>Gravitar</em>. The only &quot;modern&quot; game that otherwise influenced me was <em>Katamari Damacy</em>. It&#8217;s funny: when I sent out the first prototype to friends, I was concerned they would think the game was too similar to <em>Katamari</em>. That&#8217;s when I heard about <em><a href="http://www.jenovachen.com/flowingames/flowing.htm">flOw</a></em>, which I&#8217;ve tried to steer stylistically clear of ever since. I guess it&#8217;s an archetype though, and the comparisons have been inevitable. As for <em>Spore</em>, Osmos was about one year into development when I saw the first preview footage of its &quot;cell stage&quot;. On top of that, I learned that Will Wright had hired Brian Eno to do the music! I definitely had a &quot;why should I bother?&quot; moment at that point. But here we are, a couple years later, and I think we&#8217;ve managed to put out a unique game with a great mix of gameplay, sound, and visuals.</p>
<p><strong>Peter: Ha – well, I’m glad you “bothered”! One thing that I think is really unique about Osmos is the gravitational mechanic. How did this come about?</strong></p>
<p>Eddy: I was (and probably still am) a sci-fi kid. And when I read about real phenomena like colliding galaxies, retrograde planets, and the like, my mind goes to stange and wonderful places. That said, the Spacecraft Dynamics course I took during my engineering degree definitely played a large part in putting those mechanics and levels together. Thanks, Professor Misra! :)</p>
<p><strong><a href="http://createdigitalmusic.com/images/2009/09/osmos2.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos2" border="0" alt="osmos2" src="http://createdigitalmusic.com/images/2009/09/osmos2_thumb.jpg" width="580" height="455" /></a> </strong></p>
<p><strong>Peter: How are the physical mechanics of the game constructed? This is essentially two-dimensional vector math, yes? Were there refinements you needed to make in order to keep performance up, or to keep the levels playable?</strong></p>
<p>Eddy: That&#8217;s a big question! But yes, essentially it&#8217;s 2D vector math, though we make use of some 3D math (including quaternions) on the particle systems. The majority of the physics is quite simple though &#8212; first year bachelor&#8217;s stuff: F = ma, conservation of mass and momentum, gravitational laws, basic time integration, etc. We follow the spirit of the laws, but not always the letter. For instance, if you look at the Earth&#8217;s solar system in its entirety, you wouldn&#8217;t even see most of the planets; that doesn&#8217;t make for a very playable game though. As such, we took many liberties when it comes to scale, constants and exponents in the equations. The majority of the work was in the tweaking of those values to make the game /feel /good.</p>
<p><strong>Peter: How did you prototype the game? What was the process of evolution like? Were there any failed attempts along the way?</strong></p>
<p>Eddy: I put together the first prototype starting from a <a href="http://nehe.gamedev.net/">NeHe OpenGL tutorial</a>. I added some basic physics, mouse controls, some highly unoptimised collision detection code, and voila, I had something to play with. After that, I immediately integrated [cross-platform 3D audio API] <a href="http://connect.creativelabs.com/openal/default.aspx">OpenAL</a>, as the game was just begging for sound and music. I then hunted for some good sounds (discovering <a href="http://freesound.org">freesound.org</a> in the process), put together a simple looping song (my first rough and humbling attempt to create digital music), and sent it out to a few friends. I&#8217;ll make that version available for free someday&#8230; when I&#8217;m feeling brave.</p>
<p>As for failed attempts, there were tons of shelved experiments and features that were cut. One interesting problem was the difficulty curve of the gravitational levels. In fact, the first gravity levels looked a great deal like the &quot;Warped Chaos&quot; levels do today: several free-floating Attractors in a sea of regular motes. I found it incredibly difficult, however, to make a &quot;beginner&quot; version of those levels. If the gravity was too weak, the Attractors had little apparent effect; too strong, and the level became incredibly difficult. I stuggled with this for a long time, until I hit on the idea of putting one, immobile Attractor in the center, with everything else orbiting around it. This allowed for the creation of systems with strong gravity effects, but long-term stability. It seems so obvious now, especially given the example of our solar system, but it wasn&#8217;t back then. In the end, these are some of the coolest levels in Osmos &#8212; practically its &quot;signature&quot; level type. Moral of the story: necessity really is the mother of invention.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/kunchung.png" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="kunchung" border="0" alt="kunchung" src="http://createdigitalmusic.com/images/2009/09/kunchung_thumb.png" width="400" height="280" /></a> </p>
<div class="imgcaption">Hemisphere’s <a href="http://www.kunchang.net/">Kun Chang</a> has a resume that includes art direction and concept art for games (<em>Prince of Persia, Splinter CelI</em>) and games (<em>Gears of War</em>, <em>Unreal Tournament</em>) alike.</div>
<p><strong>Peter: What is the visual engine like? The sound engine?</strong></p>
<p>Eddy: As I mentioned, I bootstrapped from a NeHe tutorial, but that&#8217;s all been replaced at this point. It&#8217;s now a homegrown engine using OpenGL. It doesn&#8217;t make any use of pixel/vertex shaders, so it runs on a wide variety of hardware. The majority of our texture work is done in Photoshop.</p>
<p>[The sound engine is] a wrapper we&#8217;ve built around OpenAL. At a basic level, all we ever do is mix and adjust the gain and pitch of our sounds and music. This allows us to run on generic sound hardware. But we do make extensive use of those &quot;effects&quot;, and it&#8217;s possible to get a great deal of variety and feedback with them. In the end, it&#8217;s all about the quality of our sound sources, and the algorithms that adjust and smooth the gain and pitch of each.</p>
<p><strong>Peter: For pitch shifting, were you able to do that natively in OpenAL?</strong></p>
<p>Eddy: Yes, OpenAL supports pitch shifting at the software level. I ported our sound engine to use DirectSound at one point, and found that it&#8217;s pitch shift range is rather limited. We reverted back to OpenAL.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/daveatwork.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="daveatwork" border="0" alt="daveatwork" src="http://createdigitalmusic.com/images/2009/09/daveatwork_thumb.jpg" width="580" height="506" /></a> </p>
<div class="imgcaption">This is what indie game development looks like. Dave Burke left projects like Gears of War and Unreal Tournament to program the core of Osmos. And this is, I guess, biz-caz-Fri?</div>
<p><strong>Peter: One thing that really strikes me about the game that is its use of pacing. Even without the obvious technique of allowing the user to control speed, there&#8217;s this extraordinary contrast between levels that require you to move quickly, that require you to anticipate the rate of movement along a vector of other objects, or that require you to move almost imperceptibly slowly. Was this an early goal, or something that evolved out of developing the game concepts?</strong></p>
<p>Eddy: It evolved from the game concepts themselves. We tried to fully explore the fundamental controls and game space of Osmos, and converged on a number of interesting regions and structures that were fun to play with/in. Some people actually &quot;complain&quot; that the pacing of the game isn&#8217;t consistent across levels &#8212; some are fast, some slow &#8212; but that wasn&#8217;t our goal. In a sense, we&#8217;re merely presenting the results of a great deal of research and exploration into the space, with our sole requirement being that the levels are fun and interesting. We wanted it to be a game of concepts and understanding, not speed. The addition of time-warping allowed us to break free from that, expand our scope, and include a much larger variety of levels, as some have both fast and slow moments in them; we wanted the player to be able to control the pace and difficulty to their level of comfort.</p>
<p><strong>Peter: Connecting the action to music, how important is the use of music in conveying time?</strong></p>
<p>Eddy: I think pitch-shifting the music and sound effects helps players track time-warping in an inutitive way. Without these aural cues, the mental connection would be incomplete. That said, I sometimes test the game without sound, and it&#8217;s totally playable &#8212; just much less immersive.</p>
<p><strong>Peter: At what stage did you involve the musical element? How was that relationship established?</strong></p>
<p>Mat: Eddy first contacted me two or three years ago about using one of my tracks on Osmos (“Gas – Discovery”). He sent me a basic alpha version where the game was literally flat circles on a plain background, but even back then with the simple graphics and no sound it was compelling. I think it was at this early stage that I sent him a copy of another High Skies track, “The Shape of Things to Come,” which he also used a section from. It wasn&#8217;t too long later that he sent me a version of Osmos with most of the music that made it to the release version and it all just complimented each other beautifully.</p>
<p>Eddy has done a great job choosing music that compliments the game and graphics, and they also compliment the music. I think he&#8217;s done a great job overall as well, keeping his vision consistent for the look and feel of the Osmos world. Even though some of the levels are quite varied; some are quite chilled, others fast paced, nothing seems out of place. He has created a new world that&#8217;s both microscopic and macroscopic.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/gas0095.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="gas0095" border="0" alt="gas0095" src="http://createdigitalmusic.com/images/2009/09/gas0095_thumb.jpg" width="400" height="355" /></a> </p>
<p><strong>Peter: The musical and sound effect elements really do blend effortlessly. Mat, I know you made substitute sounds – how did this help blend the aesthetic?</strong></p>
<p>Mat: I made the rebound noise when you bounce off the walls/ boundary. The original sound was quite hard and metallic with a lot of reverb, and I suggested a softer echoey sound. There was nothing wrong with the original, but it made the boundary feel quite hard and cold like being in a metal tank. I sent Eddy some analogue samples, using a [vintage Roland keyboard] Jupiter 6 with varying delays/ echoes. Because the tones are so pure and tuned, Eddy pitched them slightly to fit with the various keys of the different music. </p>
<p>Eddy: In general, it was a matter of searching and experimentation for the &quot;right&quot; set of sounds that fit well together &#8212; which can be a lengthy but rewarding process. Once integrated, minor gain and pitch adjustments helped fit it all together.</p>
<p>Mat provided the bounce sound, as well as the continuous absorb/being-absorbed sounds. The other sounds were created/shared on freesound by the users Elektrocell, fran_ky and Jovica. (Check out the Osmos credits in the readme.html for details.)</p>
<p><a href="http://www.flickr.com/photos/sklathill/3386979773/"><img src="http://farm4.static.flickr.com/3567/3386979773_944b8217c9.jpg" /></a></p>
<div class="imgcaption">Eddy and design team member Andy Nealen (whose interests span physics and modeling) accept an award at the Independent Games Festival. Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/sklathill/">Vincent Diamante</a>.</div>
<p><strong>Peter: I recently spoke to Crystal Method, and while they&#8217;ve done some notable game scores, they actually said they wouldn&#8217;t want their music to be placed in a game context at which the speed changed, that it&#8217;d lose something. This seems like the opposite of that. Now, maybe it&#8217;s easy to take for granted with ambient music as opposed to something beat-driven like Crystal Method, but do you think there&#8217;s something special that allows this music to be adaptive in that way?</strong></p>
<p>Mat: I think that in the right circumstances music with drums could work well and may even highlight the time-shifting more. Of course with the wrong game and wrong music it could sound terrible too.</p>
<p>Eddy: It&#8217;s a delicate issue. Out of the context of the game, I think it would seem wrong. There were also some pieces of music I tried which didn&#8217;t lend themselves well to this kind of manipulation, and which didn&#8217;t get included as a result. But with these songs, and everything working together in-game, I feel the whole experience is stronger as a result. I&#8217;m just glad Mat and the other artists agreed &#8212; or at least&#8230; didn&#8217;t object. ;-)</p>
<p><strong>Peter: Hey, I think if you can write music that sounds good played at a different speed, that’s nice. </strong></p>
<p><strong>Osmos seems to me a musical experience, in that the sense of the music is transformed by the visuals and the interaction with them. Do you think it&#8217;s possible that audiovisual interfaces could go even further in terms of their impact on the music? </strong></p>
<p>Mat: Yes, it almost seems as though Osmos creates a world for the music to exist.</p>
<p>I&#8217;ve always liked music visualisers like the <a href="http://createdigitalmotion.com/tag/processing.org">Processing</a> and Cymatics stuff, they&#8217;re quite compelling to watch how they react to the music, so it would be interesting to go the other way; by manipulating/ sculpting abstract shapes which then modify or even create sounds and music, especially using the new controllers like the Wii, [Microsoft’s] Project Natal and Sony&#8217;s Motion Controller instead of the mouse.</p>
<p>Eddy: I totally agree with Mat. Yes, please! More feedback between music, visuals and interactivity &#8212; in all directions. I&#8217;d love to experiment more on all of these fronts. In general, I think games such as Audiosurf and Auditorium, while great, have only begun to scratch the surface of what&#8217;s possible. Interactive musical &quot;toys&quot; such as [Nintendo/Toshio Iwai’s ]ElectroPlankton or <a href="http://www.infinitewheel.com/dubselector8.html">Dub Selector</a> are another great direction; and <a href="http://createdigitalmusic.com/2009/08/27/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/">Rock Band Network</a> is about to expand the market in a huge way. It&#8217;s exciting!</p>
<p><strong><a href="http://createdigitalmusic.com/images/2009/09/osmos3.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos3" border="0" alt="osmos3" src="http://createdigitalmusic.com/images/2009/09/osmos3_thumb.jpg" width="580" height="470" /></a> Peter: Along those lines, this is obviously a new take on music distribution in a way that goes well beyond what titles like Rock Band have done. Are there other cases in game history that to you have done that? Is there potential in these new outlets, outlets that are more accessible to independent developers (Steam, Direct2Drive, Xbox Live Arcade, iTunes App Store), to really change game development?</strong></p>
<p>Eddy: Wow, that&#8217;s another big question. Really, I just felt the music was such an important part of the experience in Osmos that we should show the artist and track names during the game. But now that you mention it, I can&#8217;t think of another game that has done this, besides games like Rock Band where the song /is/ the game/level. That said, one way I&#8217;d love to push this evolution is to &quot;augment&quot; music videos with interactivity: ie. into music video-games. (The term &quot;game&quot; could be used rather loosely here.) Everyday Shooter does this, though Jon Mak actually created the music /for/ the game in that case &#8212; which rocks &#8212; but collaborations could lead to some really amazing things in this direction.</p>
<p><strong>Peter: Eddy, Mat, thank you. </strong>Whether it’s in the form of a game or an audiovisual performance, we’ll certainly continue to explore these areas. And – hint, hint – Osmos 2, with multiplayer? Just a thought.</p>
<p><object width="580" height="435"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5892502&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=5892502&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="435"></embed></object>
<p><a href="http://vimeo.com/5892502">Osmos Trailer</a> from <a href="http://vimeo.com/user989434">hemisphere games</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
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		<title>Wild Musical Inventions from Berlin Hackday</title>
		<link>http://createdigitalmusic.com/2009/09/20/wild-musical-inventions-from-berlin-hackday/</link>
		<comments>http://createdigitalmusic.com/2009/09/20/wild-musical-inventions-from-berlin-hackday/#comments</comments>
		<pubDate>Sun, 20 Sep 2009 23:59:07 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[Nodes of musical events, arrayed onto virtual tracks, in Jakob Penca&#8217;s iLoveAcid sequencer.
Take a weekend, and make something: that&#8217;s the challenge behind the Music Hack Day, which joins a growing phenomenon of events built around collective creation. (CDM held its own tangible interface hackday online, which I definitely hope to follow up soon!) Initiated by [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/09/iloveacid1.jpg" alt="iloveacid" title="iloveacid" width="580" height="371" class="alignright size-full wp-image-7572" /></p>
<div class="imgcaption">Nodes of musical events, arrayed onto virtual tracks, in Jakob Penca&#8217;s iLoveAcid sequencer.</div>
<p>Take a weekend, and make something: that&#8217;s the challenge behind the Music Hack Day, which joins a growing phenomenon of events built around collective creation. (CDM held its own tangible interface <a href="http://hackday.noisepages.com/">hackday</a> online, which I definitely hope to follow up soon!) Initiated by Dave Haynes of music sharing service <a href="http://soundcloud.com">Soundcloud</a>, the Hack Day has already hit London. Many of the events were Web app-based and focused on consumption rather than creation of music, but we also saw a <a href="http://createdigitalmusic.com/2009/07/14/music-hackday-goodies-robot-driven-radio-free-chordal-synth-lyrics-by-decade-more/">chordal synth plug-in</a> and <a href="http://createdigitalmusic.com/2009/07/15/more-hackday-goodies-with-a-beer-bottle-percussion-machine/">beer bottle percussion instrument</a>.</p>
<p>The Berlin Hack Day, which wound up earlier today, offers still more projects focused on the creation side of music hacking. Having Ableton and Native Instruments as sponsors likely helped the mood. And as you&#8217;d expect from one of the world capitals of creative hacking, Berliners don&#8217;t disappoint.</p>
<p>Among the projects: a beautiful, elegant 3D sequencer, a fun bird-and-sky multitouch soundmaker with multitouch trackpad input, and a robotic xylophone controlled by monome. Someone even worked out a way to turn NI&#8217;s Maschine into a rhythm game, complete with Street Fighter sounds.</p>
<p>I&#8217;ve got some of my favorite projects here, but see also an eyewitness report (in English and Italian) at Audio News Room:<br />
<a href="http://audionewsroom.blogspot.com/2009/09/just-back-from-music-hack-day-berlin.html">Just back from Music Hack Day Berlin</a><br />
&#8230; and keep your eye on the wiki:<br />
<a href="http://berlin.musichackday.org/?page=Submissions">Berlin Hack Submissions</a></p>
<p><object width="580" height="435"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6668819&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=6668819&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="435"></embed></object>
<p><a href="http://vimeo.com/6668819">xylobot run by monome</a> from <a href="http://vimeo.com/robb">robb</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Monomist Rob Böhnke and Ramsey Arnaoot created one of my favorite hackday projects so far: a monome-controlled robotic xylophone. The ingredients: one monome grid controller, one Java application for step sequencing to the output, one Arduino open source controller board, and one terrific xylophone &#8220;robot&#8221; made of an array of servos that strike the bars of the instrument. Oh, and some hot glue and wood, of course.<span id="more-7565"></span></p>
<p><a href="http://berlin.musichackday.org/index.php?page=Xylobot">Project details</a></p>
<p><a href="http://qik.com/video/2952774">Debugging</a></p>
<p><a href=" http://audioboo.fm/boos/64616-music-hackday-xylophone-monome-arduino-mac-mhd">Audio loop</a></p>
<p>Of course, what&#8217;s especially impressive is nailing this in just a weekend &#8211; imagine what they could do with more time and iterations.</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/cqV3Wuk5pLQ&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/cqV3Wuk5pLQ&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Proof that musical visualizers don&#8217;t always have to be trippy, futuristic, <em>Tron</em>-like 3D landscapes (and that&#8217;s me speaking as a fan of such things), Gernot Poetsch instead chose a whimsical environment with clouds and cartoon birds, inspired by the graphic identity of Twitter. (No actual Twitter is involved, meaning you lose the, ahem, unreliable, buggy, unfiltered chat network but keep the cutesy happy sky! Works for me!)</p>
<p>The visuals are built in Quartz Composer, which via OSC transmits messages to synthesis language <a href="http://chuck.cs.princeton.edu/">ChucK</a> for noisemaking. The surprise is, the multitouch input is not a Lemur or an iPhone &#8211; it&#8217;s the new MacBook touchpad under Snow Leopard!</p>
<p><img src="http://createdigitalmusic.com/images/2009/09/iloveacid2.jpg" alt="iloveacid2" title="iloveacid2" width="580" height="363" class="alignright size-full wp-image-7573" /></p>
<p>iLoveAcid is a beautiful-looking nodal sequencer by Jakob Penca which uses wireframe &#8220;tracks&#8221; to guide music playback through a sequencer, transmitting events to your soundmaker of choice via MIDI or OSC. By using curved timelines and connections, it&#8217;s a veritable model railroad of music, in which formations combine to form more complex structures instead of simply stepping across a grid. Despite appearances, it is so far only two-dimensional &#8211; but then, the z displacement could easily be assigned to some form of modulation. I&#8217;m really eager to see the video of this.</p>
<p>One ingredient: Processing, which makes it easier to write visual code and to connect to Java libraries.</p>
<p><a href="http://berlin.musichackday.org/index.php?page=iLoveAcid+sequencer">Project Page</a></p>
<p><img src="http://createdigitalmusic.com/images/2009/09/maschinefighter.jpg" alt="maschinefighter" title="maschinefighter" width="580" height="535" class="alignright size-full wp-image-7574" /></p>
<p>The hardware controller for Native Instruments&#8217; <a href="http://createdigitalmusic.com/tag/maschine/">Maschine</a> software drum machine has been adapted to other software, like Ableton Live. But this is surely the first time it&#8217;s been made into a <em>game</em>. Using Maschine&#8217;s MIDI output as a game control and sounds from Street Fighter, MaschineFighter is a simple, Simon-style rhythm game. <em>Unlike</em> Simon, though, there&#8217;s a twist &#8211; instead of rote patterns generated in advance, you face off against a friend and try to out-rhythm each other, battle style. I think it&#8217;s actually a pretty brilliant idea, and could become a new sensation for us electronic music nerds &#8211; not to mention, it&#8217;ll finally test our rhythm in a way electronic performance often does not. (<strong>Correction:</strong> It is Mac-only, making use of the PYMIDI Objective-C based library, which, since everything else that starts with &#8220;Py&#8221; usually means Python &#8211; a la jThings that mean Java &#8211; I assumed, incorrectly, was built on Python. But anyway, if you like the idea, carry on! And, actually, having a pure Objective-C CoreMIDI interface is also pretty awesome.)</p>
<p>Hoping for a video of this, too.</p>
<p>If you have a project that didn&#8217;t make this list, or if you add documentation after the fact, let us know.</p>
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		<title>Music Sequencing as Bicycle Wheels, Rubik&#8217;s Cubes at Fest in Argentina</title>
		<link>http://createdigitalmusic.com/2009/07/20/music-sequencing-as-bicycle-wheels-rubiks-cubes-at-fest-in-argentina/</link>
		<comments>http://createdigitalmusic.com/2009/07/20/music-sequencing-as-bicycle-wheels-rubiks-cubes-at-fest-in-argentina/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 09:54:09 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[alternative-interfaces]]></category>
		<category><![CDATA[alternative-sequencers]]></category>
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		<category><![CDATA[design]]></category>
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		<category><![CDATA[processing.org]]></category>
		<category><![CDATA[programming]]></category>
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		<description><![CDATA[Performance with Cubie from sadmb on Vimeo.
Music sequencing as a Rubik&#8217;s Cube-style game, or hypnotic, kinetic rotating wheels &#8211; your piano roll won&#8217;t know what hit it. New musical art is set to be performed in Argentina, but you can download both tools, free.
Computer interfaces for music date back decades now, but with ingrained notions [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="437"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=1710686&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=1710686&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="437"></embed></object>
<p><a href="http://vimeo.com/1710686">Performance with Cubie</a> from <a href="http://vimeo.com/user738414">sadmb</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Music sequencing as a Rubik&#8217;s Cube-style game, or hypnotic, kinetic rotating wheels &#8211; your piano roll won&#8217;t know what hit it. New musical art is set to be performed in Argentina, but you can download both tools, free.</p>
<p>Computer interfaces for music date back decades now, but with ingrained notions of hardware sound sequencers, linear media like tape, and hundreds of years of notation in staves and bars, old habits can be hard to kick. Yet it seems that suddenly, a younger generation of audiovisual composers is exploding notions of how musical interface and sequence could work, fully embracing a virtual space in which they themselves have come of age.</p>
<p>Next month&#8217;s spectacular-looking 404 Festival could make anyone want to book a flight to Argentina. Two highlighted artists from this festival for me really embody the possibilities of new sequencing metaphors. Both are built in Java.<span id="more-6582"></span></p>
<p>At top, Cubie by Sadam Fujioka of Japan is free, downloadable software that combines audiovisual performance and game in a rotating cube.</p>
<blockquote><p>Cubie is a software instrument which provides innovative idea of musical performance, differs from existing musical performance system such as musical notation, DJ systems, DAW systems, etc&#8230; It has a novel concept incorporating a new interactive technique based on puzzle games. Music is represented from highly saturated colored letters on a 3D cube. Almost unlimited number of melodies and rhythms can be created from a combination of those letters, and it can be changed on real-time by operations based on puzzle game. Those playful operations push a performer to play repeatedly and get the skill of performing with Cubie. Cubie is free software and you can play just like sadmb do.</p></blockquote>
<p>More information in both Japanese and English at sadmb site (with lots of other software, as well). Built in Java with the use of JSyn for synthesis.</p>
<p><a href="http://sadmb.com/">http://sadmb.com/</a></p>
<p>If these cubes feel overly rigid to you, though, and you don&#8217;t like the mechanical repetition of these lines, enter the crazy, spinning world of Hiroshi Matoba.</p>
<p><object width="580" height="327"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3053521&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3053521&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="327"></embed></object>
<p><a href="http://vimeo.com/3053521">Hiroshi Matoba: OVERBUG</a> from <a href="http://vimeo.com/user1114492">antjeverena</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<blockquote><p>Overbug is a music-performance tool designed to compose Minimal and Dance Music.</p>
<p>Through looping and newly arranging sound patterns, called &#8216;Bugsounds&#8217;, the program creates complex, polyrhythmic sounds. Overbug differs from conventional linear controlled music sequencers, which arrange the sound into a linear timeline from left to right. In Overbug the sound arrangement of the repeating music loops is equal to the visual abstraction of circular actions which built the interface through circles.</p></blockquote>
<p>I showed a very early sketch I was working on last year of a circle-based sequencer, also built in Processing, though (cough) my chops are nowhere near Hiroshi&#8217;s. I was more interested in using the circles to subdivide cycles, as in Indonesian music. Seeing this piece is a major kick in my pants to try to work on my project a bit more and go a different direction.</p>
<p>Here&#8217;s a demo video explaining how this works:</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/84YZVPJcnIU&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/84YZVPJcnIU&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>More information + free download (just updated this month):<br />
<a href="http://www.dominofactory.net/Overbug/">http://www.dominofactory.net/Overbug/</a></p>
<p><strong>If You&#8217;re in Argentina</strong></p>
<p>Don&#8217;t miss a terrific-looking <a href="http://www.404festival.com/eng/agosto09.htm">exhibition of Japanese works</a> and the rest of the<br />
<a href="http://www.404festival.com/">http://www.404festival.com/</a><br />
(info in Spanish + English)</p>
<p>These two works clearly belonged together, but I feel bad for not featuring any Latin American (or Argentinian, specifically) work &#8212; those of you associated with 404, if you&#8217;ve got hot tips, send them in.</p>
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		<title>Immersive Music: Revo:oveR Installation, Lightbent Synth, Max + Unity</title>
		<link>http://createdigitalmusic.com/2009/04/06/immersive-music-revoover-installation-max-unity/</link>
		<comments>http://createdigitalmusic.com/2009/04/06/immersive-music-revoover-installation-max-unity/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 03:21:29 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[computer-music]]></category>
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		<category><![CDATA[generative]]></category>
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		<category><![CDATA[installations]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5556</guid>
		<description><![CDATA[As an addendum to the last story, Ivica Ico Bukvic sends along an example of the [myu] Max/MSP + Unity game engine combination in action. Here&#8217;s the surprise: Unity isn&#8217;t generating visuals. Instead, Unity simulates ripples created by movement in the space, and builds physical models that are sonified and spatialized by Max/MSP. 
Speaking of [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="465"><param name="movie" value="http://www.youtube.com/v/PA-9BOgc1gk&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/PA-9BOgc1gk&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="465"></embed></object></p>
<p>As an addendum to the <a href="http://createdigitalmusic.com/2009/04/06/more-maxunity-game-engine-goodness-with-powerful-toolkit-for-max-jitter-pd/">last story</a>, <a href="http://www.music.vt.edu/faculty/bukvic/">Ivica Ico Bukvic </a>sends along an example of the [myu] Max/MSP + Unity game engine combination in action. Here&rsquo;s the surprise: Unity <em>isn&rsquo;t</em> generating visuals. Instead, Unity simulates ripples created by movement in the space, and builds physical models that are sonified and spatialized by Max/MSP. </p>
<p>Speaking of work involving art museums and the combination of Max and Unity, <a href="http://vjanomolee.com/">VJ Anomolee</a> notes in comments his own work with the pairing. <a href="http://web.me.com/vjanomolee/VJ_Anomolee/Blog/Entries/2009/3/6_max_msp_to_unity_.html">Lightbent Synth</a> is an in-progress piece with alternative controllers and sensors that produces sound with a novel visual representation (sound&#8217;s very quiet in this preview &#8212; more hopefully once it progresses):</p>
<p><object width="579" height="232"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3503932&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3503932&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="232"></embed></object><br /><a href="http://vimeo.com/3503932">Lightbent Synth</a> from <a href="http://vimeo.com/vjanomolee">VJ Anomolee</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Ivica explains the top work:</p>
<p><span id="more-5556"></span><br />
<blockquote>
<p>This past fall [myu] had seen its first real-world implementation in an exhibit that was a part of the grand opening of the Taubman Museum of Art in Roanoke, VA (<a href="http://www.taubmanmuseum.org/">http://www.taubmanmuseum.org/</a>). The exhibit utilized [myu] as part of an interactive aural installation titled &quot;elemental.&quot; An online tech      <br />demo video of the installation, including written synopsis is available also via Youtube at <a href="http://www.youtube.com/watch?v=PA-9BOgc1gk">http://www.youtube.com/watch?v=PA-9BOgc1gk</a>. Below is a brief synopsis of the installation:</p>
<p>&quot;elemental&quot; interactive communal soundscape premiered in November 2008 as part of the Revo:oveR collection commissioned for the grand opening of the Taubman Museum of Art in Roanoke, VA. The Youtube video focuses primarily on the technical aspects of the installation. Using Max/MSP/Jitter, a homebrew IR webcam with fish eye lens and a LED-based IR spotlights, entire 24&#215;36-foot exhibit space is converted into an aural sandbox giving visitors an opportunity to generate and shape the     <br />ensuing soundscape. Positional data of up to 20 visitors is forwarded to Unity3d using [myu] Max-Unity interoperability toolkit developed at DISIS (<a href="http://disis.music.vt.edu">http://disis.music.vt.edu</a>). Unity is used for physical simulation of ensuing ripples and the resulting data is sent back to Max for spatialization across a 12-channel (4&#215;3) ceiling-mounted speaker array. Driven by communal interaction, virtual ripples refract from each other spawning an algorithmically generated aural fireworks. The exhibit ran non-stop for approximately 5 months until March 2009.</p>
</blockquote>
<p>Bonus video below: an early prototype that did include visuals. After days of looking at emulated knobs and faders, it certainly does speak to some of the possibilities for musical interface and expression.</p>
<p><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/qBCY6pCnqCw&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/qBCY6pCnqCw&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
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		<title>More Max+Unity Game Engine Goodness, with Powerful Toolkit for Max, Jitter, Pd</title>
		<link>http://createdigitalmusic.com/2009/04/06/more-maxunity-game-engine-goodness-with-powerful-toolkit-for-max-jitter-pd/</link>
		<comments>http://createdigitalmusic.com/2009/04/06/more-maxunity-game-engine-goodness-with-powerful-toolkit-for-max-jitter-pd/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 01:38:11 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5548</guid>
		<description><![CDATA[Take a powerful game engine (for animation, 2D and 3D graphics, physics, and on-screen interaction). Add the flexibility of a visual development environment for programming with virtual patch cords, for rich sonic and musical capabilities plus easy interaction with data and input. That&#8217;s the idea of combining something like Unity 3D with Max/MSP. In the [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/137huPA9sto&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/137huPA9sto&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Take a powerful game engine (for animation, 2D and 3D graphics, physics, and on-screen interaction). Add the flexibility of a visual development environment for programming with virtual patch cords, for rich sonic and musical capabilities plus easy interaction with data and input. That&#8217;s the idea of combining something like Unity 3D with Max/MSP. In the <a href="http://createdigitalmusic.com/2009/04/06/teaching-adaptive-music-with-games-unity-maxmsp-meet-space-invaders/">example from earlier today</a>, the solution simply routed basic data from a Unity-based game to a responsive music engine in Max. </p>
<p>In the case of [myu] &#8211; the Max Unity Interoperability Toolkit &#8211; that integration goes further still. Developed at the DISIS (Digital Interactive Sound &#038; Intermedia Studio) at Virginia Tech, [myu] allows bi-directional integration of the Unity engine with Max or Pd. The two tools use netsend/netreceive to send data via TCP and glue the two together.</p>
<p>For visualists using Jitter, you can even exchange texture data, which offers some mind-blowing powers for live visuals.</p>
<p><a href="http://disis.music.vt.edu/main/portfolio.html">Download at Virginia Tech</a> &#8212; bonus, an extension of the aka.wiiremote object so you can use the lovely Wii Fit controller, among various other projects<br />
<a href="http://forum.unity3d.com/viewtopic.php?p=128069">Discussion on the Unity Community Forums</a><br />
<a href="http://www.cycling74.com/forums/index.php?t=msg&#038;goto=169429&#038;rid=0&#038;S=82ae57d2e338d4a95c61efea47e0569d">Discussion on the Cycling &#8216;74 forum</a><br />
<a href="http://disis.music.vt.edu/main/index.html">Virginia Tech DISIS</a></p>
<p>As an interactive prototyping tool, this should have a lot of potential for lovers of patch-style programming. </p>
<p>Thanks to Dr. Ivica Ico Bukvic, DISIS Director and researcher, for sending in his project. I&#8217;ll be curious to see what other people might do with this.</p>
]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2009/04/06/more-maxunity-game-engine-goodness-with-powerful-toolkit-for-max-jitter-pd/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<title>Handmade Music: Creative Hardware + Software, Plus Make Your Own Noise Toy</title>
		<link>http://createdigitalmusic.com/2009/03/17/handmade-music-creative-hardware-software-plus-make-your-own-noise-toy/</link>
		<comments>http://createdigitalmusic.com/2009/03/17/handmade-music-creative-hardware-software-plus-make-your-own-noise-toy/#comments</comments>
		<pubDate>Tue, 17 Mar 2009 15:43:03 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5355</guid>
		<description><![CDATA[Wallâ€¢E Loves Noise Toys (part 1) from Gian Pablo Villamil on Vimeo.
This Thursday night, if you&#8217;re in NYC, you&#8217;ll want to be in Brooklyn &#8211; and around the world, stay tuned as always to CDM.
Handmade Music projects will again explode into the nerdster party in Brooklyn, with more ways to get involved worldwide. The science [...]]]></description>
			<content:encoded><![CDATA[<p><object width="579" height="437"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=1312124&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=1312124&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="437"></embed></object><br /><a href="http://vimeo.com/1312124">Wallâ€¢E Loves Noise Toys (part 1)</a> from <a href="http://vimeo.com/user317640">Gian Pablo Villamil</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>This Thursday night, if you&#8217;re in NYC, you&#8217;ll want to be in Brooklyn &#8211; and around the world, stay tuned as always to CDM.</p>
<p>Handmade Music projects will again explode into the nerdster party in Brooklyn, with more ways to get involved worldwide. The science fair-meets-music lounge event hits Thursday night, and this time, you can walk home with your very own noisemakers &#8211; no musical or electronic experience required. </p>
<p>Tristan Perich, composer, sound artist, inventor, and 1-bit music maker will be onhand from Loud Objects to share the Noise Toy kit. He&#8217;ll walk you through making one, talk about how it works, and we&#8217;ll make a little racket.</p>
<p>And once we get a few of those kits made, you&#8217;ll be welcome to join in an impromptu Noise Toy Ensemble!</p>
<p>If you fancy higher-fi, digital music and virtual reality, we&#8217;ve got you covered, too, with a whole bunch of software projects.</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/03/handmade0309.jpg"></p>
<ul>
<li><strong>Noise Toy workshop with Loud Objects / Tristan Perich:</strong> Learn how this cheap kit can make glitchy sounds like Bzzzzrrrreeeeepehkhkhkhhhhhhhk! Workshop + kits &#8211; make one for free, $10 suggested donation to take it home!</li>
<li><strong>Force fields:</strong> Pulsantes is pulsating musical sequencer software with interconnected rings and force fields generating rhythms, created by Spanish artist Jaime Munarriz. (Jaime can&#8217;t be there, so I&#8217;m bringing his work!)</li>
<li><strong>Nintendo instruments and organic musical chemistry: </strong>glitchDS is a free cellular autamaton-based musical sequencer, ported from Nintendo DS to PC/Mac &#8211; this and other sound toys by Bret Truchan.</li>
<li><strong>Artificial musical realities:</strong> jReality is a Java library for creating real-time interactive audiovisual apps in 3D, with fully three-dimensional sound and visuals, motion tracking, stereo projection, and more. Peter Brinkmann shows off the work of the jReality project, including his own sound components.</li>
<li><strong>Wireless Sound Objects</strong> by Eric Beug are the equivalent of a wire-free modular synthesizer, for improvisation, performance, and education.</li>
<li><strong>Free business-card kits</strong> for exploring basic sound circuitry from PAiA didn&#8217;t ship in time for last month&#8217;s event, but they&#8217;re here now &#8212; get your free kit while they last, then draw your own sound controllers with pencils!</li>
</ul>
<p>Presented by createdigitalmusic.com with our friends at music trend-setters <a href="http://xlr8r.com">XLR8R.com</a>, DIY bible <a href="http://makezine.com">makezine.com</a>, and self-made marketplace <a href="http://etsy.com">Etsy.com</a></p>
<p>Hosted by artists&#8217; facility and happening location <a href="http://www.3rdward.com/">3rd Ward</a></p>
<p><strong>7:30pm, Thursday, March 19 &#8211; FREE!</strong><br />
3rd Ward is located at 195 Morgan Ave., at the corner of Stagg St., in East Williamsburg, Brooklyn.<br />
(near the Grand St L train)<br />
<a href="http://www.3rdward.com/about/operation">Directions</a><br />
RSVP: handmade@3rdward.com</p>
<p>More on the projects &#8211; and many of these are available online, so I&#8217;m still working on ways of holding virtual Handmade Music parties, too. <span id="more-5355"></span></p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/03/noisetoy.jpg"></p>
<h3>Noise Toy Kits</h3>
<p>with Tristan Perich (Loud Objects)</p>
<p>Bzzzzrrrreeeeepehkhkhkhhhhhhhk! Build your own Noise Toy with this kit from electronic noise group the Loud Objects. Plug in your headphones and glitch out, or jack into an amp<br />
and play it as an instrument. These kits come with a custom-printed circuit board, a noise generating microchip from their live performances, two buttons for modulating the sound, headphone jack and battery.</p>
<p>We&#8217;re asking for $10 parts if they keep the toy, and they&#8217;re welcome to just make them for free if they want.</p>
<p>We&#8217;ll jack in noise toys to the mixer for the end of the evening to make a Noise Toy Group Performance! Stick around (maybe have a couple of beers if that helps your Noise Toy technique).</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/03/wsobjects.jpg"></p>
<h3>Wireless Sound Objects</h3>
<p>by Eric Beug</p>
<p>Wireless Sound Objects are like the modules of a modular synthesizer, exploded into individual physical objects that provide an engaging way to experience unique, collaborative, musical process. They exist as a variety of objects that either make sound or control the sound that other objects are making. These objects can interface with a computer, with other existing music hardware or be used as a stand alone system. They can be used for performance, recording composition, improvisation, and education.</p>
<p><a href="http://www.assaultwithsugar.com/#networked_objects">Wireless Sound Objects</a></p>
<h3>jReality: Virtual-Reality Audiovisuals</h3>
<p>Sound for the jReality environment by Peter Brinkmann</p>
<p>jReality is a Java library for creating real-time interactive audiovisual applications with three-dimensional computer graphics and spatialized audio.  Applications written for jReality will run unchanged on software and hardware platforms ranging from desktop machines with a single screen and stereo speakers to immersive virtual environments with motion tracking, multiple screens with 3D stereo projection, and multi-channel audio.  I would like to present an overview of the capabilities of jReality as well as a discussion of its design, with an emphasis on audio.</p>
<p>jReality: <a href="http://www.jreality.de/">http://www.jreality.de/</a></p>
<p>VisorLab: <a href="http://math.sci.ccny.cuny.edu/pages?name=VisorLab">http://math.sci.ccny.cuny.edu/pages?name=VisorLab</a></p>
<p><object width="579" height="386"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=1354332&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=1354332&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="386"></embed></object><br /><a href="http://vimeo.com/1354332">GlitchDS to Roland TR-606 Sync Using Nintendo DS Trigger Mod</a> from <a href="http://vimeo.com/lifeinabox">LifeInABox Productions</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<h3>glitchDS Comes to the PC + Mac</h3>
<p>by Bret Truchan</p>
<p>This is Bret.  ( I made glitchDS, repeaterDS, cellsDS, and Quotile-Sequencer).  I&#8217;ve nearly complete with a cellular automaton MIDI sequencer written in Processing for the PC and Mac.  It&#8217;s modeled after glitchDS.  Same look, similar controls, etc.  I made it mostly for myself but I&#8217;ll be releasing it free very soon.  I read about your Handmade Music night and think it&#8217;s going to be great fun.  </p>
<p>I&#8217;m bringing a netbook loaded with the new sequencer and a MachineDrum.</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/VmmlapSRT1U&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/VmmlapSRT1U&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<h3>Pulsantes</h3>
<p>by Jaime Munarriz</p>
<p>Pulsantes is a Processing work in progress. Simple pulsating objects generate rythms within their inner structure, visible by their coloured rings, and they are interconnected, sending messages to each other.</p>
<p>At the moment, messages stop/start other pulsantes. I&#8217;ve tried an slaving relationship, with a dominant imposing his own tempo to others when they move nearby.</p>
<p>The background acts as a force field. One idea, implemented at some of the sketches, is to alter the way the pulsantes react to this forces, being atracted or repelled. The performer can change this, converting the environment into an instrument. I plan to include wind, explosions, that you can control when performing with this system.</p>
<p>Check out this project (among others):<br />
<a href="http://tagmagic.wordpress.com/">http://tagmagic.wordpress.com/</a></p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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		<title>Psychosynth: Free 3D Music Interface, as a Virtual Reactable</title>
		<link>http://createdigitalmusic.com/2008/12/10/psychosynth-free-3d-music-interface-as-a-virtual-reactable/</link>
		<comments>http://createdigitalmusic.com/2008/12/10/psychosynth-free-3d-music-interface-as-a-virtual-reactable/#comments</comments>
		<pubDate>Wed, 10 Dec 2008 17:29:44 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2008/12/10/psychosynth-free-3d-music-interface-as-a-virtual-reactable/</guid>
		<description><![CDATA[ 
The idea of the Reactable is to make music tangible, with control of sound mapped to physical objects you move around on a table. But that hasn&#8217;t stopped the Psychosynth from creating a virtual version. (Upside: it&#8217;s a lot more portable.)
Psychosynth
Watch the video, but they seem to have made the opening minutes as dull [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/12/psychosynth.jpg" /> </p>
<p>The idea of the Reactable is to make music tangible, with control of sound mapped to physical objects you move around on a table. But that hasn&#8217;t stopped the Psychosynth from creating a <em>virtual</em> version. (Upside: it&#8217;s a lot more portable.)</p>
<p><a href="http://www.psychosynth.com/index.php/Main_Page" target="_blank">Psychosynth</a></p>
<p>Watch the video, but they seem to have made the opening minutes as dull as possible to thin out the non-believers. Skip past the generation of the white noise oscillator (wow, white noise!), and somewhere around halfway through, it becomes laugh-out-loud funny, with trance-style vocals about freeing your mind with free software. (Seriously &ndash; it&rsquo;s awesome.)</p>
<p> <embed src="http://blip.tv/play/AbHYZIWCKg" type="application/x-shockwave-flash" width="580" height="463" allowscriptaccess="always" allowfullscreen="true"></embed>
<p>While it&rsquo;s in alpha stage, the software is fully free and open source (binaries available for Debian and OpenSUSE) &ndash; and that means this could be a good project to snoop around in or code through, those of you who are eager hackers.</p>
<p>At its heart, it&rsquo;s simply an interactive modular synth inspired by Reactable. Drag objects around and connect them to make sounds and patterns. Underneath is a powerful C++ synth library, a 3D synth, and even a server version &ndash; so even if you aren&rsquo;t sold on this interface, there are pieces here that could be useful. It&rsquo;s all virtual now, but that&rsquo;s not to say you couldn&rsquo;t add input; support for the input library is planned later.</p>
<p>That said, I don&rsquo;t think they went far enough with the virtual thing. Next, why not simulate virtual players for the virtual Reactable inside the computer. They could even behave like Sims, requiring regular stimulation and bathroom breaks. Eventually, you could unlock <a href="http://createdigitalmusic.com/2007/07/02/interactive-table-as-synth-via-new-better-bjork-tour-vids-microsoft-surface-snickering/" target="_blank">Bjork</a>.</p>
<p>Enjoy. If anyone gets this up and running even in alpha state, let us know.</p>
<p>Previously: <a href="http://createdigitalmusic.com/tag/tables/" target="_blank">tables</a> and <a href="http://createdigitalmusic.com/tag/tangible/" target="_blank">tangible</a>, like the lovely <a href="http://createdigitalmusic.com/2007/08/16/reconceived-acoustic-music-on-an-interactive-table-etiquette-in-edinburgh/" target="_blank">acoustic sounds of Etiquette</a> and, of course, <a href="http://createdigitalmusic.com/2008/11/25/spaces-and-roots-manipulating-sound-with-processing-touch-tangible-interfaces/" target="_blank">Spaces / Roots</a></p>
]]></content:encoded>
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		<slash:comments>17</slash:comments>
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		<title>Processing 1.0: &#8220;We&#8217;re Out of Beta / We&#8217;re Releasing on Time&#8221;</title>
		<link>http://createdigitalmusic.com/2008/11/25/processing-10-were-out-of-beta-were-releasing-on-time/</link>
		<comments>http://createdigitalmusic.com/2008/11/25/processing-10-were-out-of-beta-were-releasing-on-time/#comments</comments>
		<pubDate>Tue, 25 Nov 2008 06:20:18 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2008/11/25/processing-10-were-out-of-beta-were-releasing-on-time/</guid>
		<description><![CDATA[Sorry, had to quote the Coulton anthem for Portal, &#8220;Still Alive.&#8221;
Processing 1.0 has finished final release status. Why that matters, on Create Digital Motion:
Processing: Revolutionary Creative Coding Tool Now 1.0, No Longer Beta
In my mind, it&#8217;s certainly one of the most unusual betas in creative software history. Why this is important for music:

Recent versions of [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net//cdmu/images/2008/11/p5_one.jpg" align="right" hspace="10" vspace="10">Sorry, had to quote the Coulton anthem for Portal, &ldquo;Still Alive.&rdquo;</p>
<p>Processing 1.0 has finished final release status. Why that matters, on Create Digital Motion:</p>
<p><a href="http://createdigitalmotion.com/2008/11/24/processing-revolutionary-creative-coding-tool-now-10-no-longer-beta/">Processing: Revolutionary Creative Coding Tool Now 1.0, No Longer Beta</a></p>
<p>In my mind, it&rsquo;s certainly one of the most unusual betas in creative software history. Why this is important for music:</p>
<ul>
<li>Recent versions of Processing include the very stable and wonderful Minim audio library</li>
<li>Processing makes an excellent tool for creating unusual graphical front ends for music, with tools like Reaktor, Pd, Max, SuperCollider, ChucK, Ableton Live and many others handling sound (more on that in a story tomorrow)</li>
<li>Updates make Processing far more predictable and flexible across platforms, particularly when using new versions of Mac OS, Windows, and Java</li>
<li>Better, more stable OpenGL rendering makes your software look fantastic, and this is a lot of the change that&rsquo;s happened in recent builds</li>
</ul>
<p>But it&rsquo;s better to show that rather than talk about it. Stay tuned. Look at me: still talking when there&#8217;s science to do!</p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<title>flight404&#8217;s Magnetosphere the New Visualizer in iTunes 8?</title>
		<link>http://createdigitalmusic.com/2008/09/04/flight404s-magnetosphere-the-new-visualizer-in-itunes-8/</link>
		<comments>http://createdigitalmusic.com/2008/09/04/flight404s-magnetosphere-the-new-visualizer-in-itunes-8/#comments</comments>
		<pubDate>Fri, 05 Sep 2008 01:35:23 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=3973</guid>
		<description><![CDATA[Nova (audio by Helios) from flight404 on Vimeo.
The rumor mill&#8217;s conventional wisdom is that iTunes 8 will be part of Apple&#8217;s music-themed press event next week. That&#8217;s a safe bet &#8212; iTunes 7 is clearly due for an update. But Allan White has some interesting speculation with which I&#8217;m inclined to agree. There&#8217;s an excellent [...]]]></description>
			<content:encoded><![CDATA[<p><object width="581" height="363"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=150662&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=BD0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=150662&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=BD0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="581" height="363"></embed></object><br /><a href="http://vimeo.com/150662?pg=embed&amp;sec=150662">Nova (audio by Helios)</a> from <a href="http://vimeo.com/flight404?pg=embed&amp;sec=150662">flight404</a> on <a href="http://vimeo.com?pg=embed&amp;sec=150662">Vimeo</a>.</p>
<p>The rumor mill&#8217;s conventional wisdom is that iTunes 8 will be part of Apple&#8217;s music-themed press event next week. That&#8217;s a safe bet &#8212; iTunes 7 is clearly due for an update. But Allan White has some interesting speculation with which I&#8217;m inclined to agree. There&#8217;s an excellent change Robert Hodgin&#8217;s excellent Magnetosphere visualizer is going to become an official visualizer for iTunes 8. That&#8217;s be a big win for Processing (<a href="http://processing.org">site</a> | <a href="createdigitalmotion.com/tag/processing.org">cdmo tag</a>), the visual code &#8220;sketching&#8221; tool &#8212; and a likely time suck for your productivity next week, if true, as you stare into its hypnotic pulsing orbs. (Just fair warning.)</p>
<p>Allan White writes on his blog &#8212; a lovely visit for fans of music and visualization:</p>
<blockquote><p>[Robert] Hodgins built a wonderful iTunes visualizer called Magnetosphere a while back &#8211; which mysteriously disappeared from his site a few months back. I wrote him, and he said that it had been sold to a third party. There&rsquo;s strong evidence that this third party is in fact Apple, and that it may ship with iTunes 8, which could be shown as soon as next week at an iPod Event.</p></blockquote>
<p><a href="http://allanwhite.net/index.php/blog/comments/itunes_8_rumors/">iTunes 8 Rumors: is Magnetosphere the New Visualizer?</a></p>
<p>One way or another, it looks like we will be getting the visualizer. And getting it officially would be terrific &#8212; it&#8217;s about time the fairly moribund world of visualizers was reignited. (Just remember, musicians, work with a real VJ/visualist when playing live for the full experience. End public service announcement.)</p>
<p><a href="http://www.flight404.com/_videos/magnetosphere/index.html">Magnetosphere Video</a><br />
(Above, a reskinned take on the original &#8212; Robert does wonderful things with iterating his code)</p>
<p><a href="http://www.barbariangroup.com/software/magnetosphere">Magnetosphere iTunes Plugin Page</a></p>
<p><a href="http://www.createdigitalmotion.com/tag/flight404">Flight404 on Create Digital Motion</a></p>
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		<title>DIY 3D Controller: Inspired by Theremin, Powered by Arduino, Processing</title>
		<link>http://createdigitalmusic.com/2008/07/25/diy-3d-controller-inspired-by-theremin-powered-by-arduino-processing/</link>
		<comments>http://createdigitalmusic.com/2008/07/25/diy-3d-controller-inspired-by-theremin-powered-by-arduino-processing/#comments</comments>
		<pubDate>Fri, 25 Jul 2008 14:25:44 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[alternative-controllers]]></category>
		<category><![CDATA[arduino]]></category>
		<category><![CDATA[audiovisual]]></category>
		<category><![CDATA[circuits]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[DIY]]></category>
		<category><![CDATA[Electronics]]></category>
		<category><![CDATA[how-to]]></category>
		<category><![CDATA[processing.org]]></category>
		<category><![CDATA[Theremin]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2008/07/25/diy-3d-controller-inspired-by-theremin-powered-by-arduino-processing/</guid>
		<description><![CDATA[DIY 3D Interface: Tic Tac Toe from Kyle McDonald on Vimeo.
The Theremin, not too far off from its one hundredth birthday (start planning now), was a breakthrough in enabling a touch-free gestural control in space. Using the same principle that allows the Theremin to sense hand position, Kyle McDonald has created a 3D interface, and [...]]]></description>
			<content:encoded><![CDATA[<p><object width="581" height="436"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://www.vimeo.com/moogaloop.swf?clip_id=1383359&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=BD0000&amp;fullscreen=1" /><embed src="http://www.vimeo.com/moogaloop.swf?clip_id=1383359&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=BD0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="581" height="436"></embed></object>
<p><a href="http://www.vimeo.com/1383359?pg=embed&amp;sec=1383359">DIY 3D Interface: Tic Tac Toe</a> from <a href="http://www.vimeo.com/kylemcdonald?pg=embed&amp;sec=1383359">Kyle McDonald</a> on <a href="http://vimeo.com?pg=embed&amp;sec=1383359">Vimeo</a>.</p>
<p>The Theremin, not too far off from its one hundredth birthday (start planning now), was a breakthrough in enabling a touch-free gestural control in space. Using the same principle that allows the Theremin to sense hand position, Kyle McDonald has created a 3D interface, and posted the process on Instructables. CDM gave him some of the inspiration:</p>
<blockquote><p>Your recent post, &quot;Theremin as AV Controller&quot;, inspired me to finish an idea that&#8217;s been living in my sketchbook. It operates on the same capacitive sensing idea as the Theremin, but in 3D &#8212; using just an Arduino, aluminum foil, and six resistors. I&#8217;m planning on using it as an instrument, interfacing with a wave terrain synthesis system. In the meantime, I put together a demo video and an instructable so other people interested in alternative controllers can experiment with it. The code is in Arduino outputs coordinates via serial, and the example code is done in Processing, so it&#8217;s only minutes from interfacing with your audio/visual tool of choice.</p>
</blockquote>
<p>In the spirit of sharing, Kyle says he&rsquo;d be happy for people to improve on the design: &ldquo;If you think you can build one that is simpler and equally accurate, or slightly more complex and more accurate, share in the comments!&rdquo;</p>
<p><a href="http://www.instructables.com/id/DIY-3D-Controller/">DIY 3D Controller @ Instructables</a>: &ldquo;Make a 3D interface using an six resistors, aluminum foil, and an Arduino. Take that, Wii.&rdquo;</p>
<p>Here&rsquo;s the original post, which came from our friend Sarah Angliss, who&rsquo;s been using the Theremin as a controller for A/V sets in Max/MSP/Jitter:</p>
<p><a href="http://createdigitalmusic.com/2008/07/08/theremin-as-av-controller-technical-details-from-spacedog/">Theremin as AV Controller: Technical Details from Spacedog</a></p>
<p><strong>Updated: </strong>Kyle writes with some additional details on what he&rsquo;s doing musically, and from where he draws some of his inspiration:</p>
<p> <span id="more-3688"></span><br />
<blockquote>
<p>I developed this as part of a wave terrain synthesis system. First, you would initiate a virtual 3D space with a &quot;pressure field&quot;, so if you traced a path through the space the result would be an audio signal. Imagine instantaneously freezing the air in a noisy room, and moving your ear through the room in various paths at the speed of sound. If you moved towards a sound source, you&#8217;d hear the sound like normal, if you moved away it&#8217;d be in reverse, assuming it is radiating omnidirectionally you could move in a circle around it and not hear the sound at all. Something like &quot;aural bullet time&quot;? The interface is for tracing, selecting, and modifying these paths. Separate gestures are used for looping the paths, controlling their rate, etc.</p>
<p>[1] <a href="http://www.lovid.org/synths/syncarmonica.htm">http://www.lovid.org/synths/syncarmonica.htm</a>      <br />[2] <a href="http://www.turbulence.org/Works/arcangel/">http://www.turbulence.org/Works/arcangel/</a>      <br />[3] <a href="http://www.oskarfischinger.org/Sounding.htm">http://www.oskarfischinger.org/Sounding.htm</a>      <br />[4] <a href="http://www.seeingwithsound.com/">http://www.seeingwithsound.com/</a>      <br />[5] <a href="http://ccrma.stanford.edu/%7Ewoony/software/sonart/">http://ccrma.stanford.edu/~woony/software/sonart/</a>      <br />[6] <a href="http://webcenter.ru/%7Evsoft/BitmapPlayer.htm">http://webcenter.ru/~vsoft/BitmapPlayer.htm</a>      <br />[7] <a href="http://www.nicolasfournel.com/audiopaint.htm">http://www.nicolasfournel.com/audiopaint.htm</a></p>
</p>
</p>
</blockquote>
<p>Look forward to hearing comments from readers, or (especially) related ideas!</p>
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