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	<title>Create Digital Music &#187; app-store</title>
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		<title>Logic 9 and Updated MainStage on App Store, at Cut-Rate Prices</title>
		<link>http://createdigitalmusic.com/2011/12/logic-9-and-updated-mainstage-on-app-store-at-cut-rate-prices/</link>
		<comments>http://createdigitalmusic.com/2011/12/logic-9-and-updated-mainstage-on-app-store-at-cut-rate-prices/#comments</comments>
		<pubDate>Fri, 09 Dec 2011 00:33:14 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=21768</guid>
		<description><![CDATA[MainStage, with its all-in-one instrument and effect rig powers, is now a la carte, and both Logic and MainStage are cheaper. A lot cheaper. Image courtesy Apple. As expected, Apple moved its Logic Pro music production tool to the App Store. And the results are mostly what you&#8217;d expect. The biggest change is the price: &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/12/logic-9-and-updated-mainstage-on-app-store-at-cut-rate-prices/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/12/0907logicstudio_bell.jpg"><img src="http://createdigitalmusic.com/files/2011/12/0907logicstudio_bell-640x350.jpg" alt="" title="0907logicstudio_bell" width="640" height="350" class="alignnone size-large wp-image-21773" /></a></p>
<div class="imgcaption">MainStage, with its all-in-one instrument and effect rig powers, is now a la carte, and both Logic and MainStage are cheaper. A lot cheaper. Image courtesy Apple.</div>
<p>As expected, Apple moved its Logic Pro music production tool to the App Store. And the results are mostly what you&#8217;d expect. The biggest change is the price: Logic gets slashed to US$199.99, while MainStage gets a so-low-you-might-as-well-try-it $29.99 sticker price.</p>
<p>Wave editor Soundtrack Pro, removed from Final Cut Studio, is gone here, too. Lesser-known mastering tool WaveBurner gets the axe.</p>
<p>Logic Pro 9 is still Logic Pro 9. Today is a minor update that you can now download via the App Store if you choose. Logic Studio remains for sale through Apple in its boxed edition, but at two hundred bucks, the App Store version is the winner.</p>
<p><strong>No Logic Pro X</strong></p>
<p>If you were expecting Logic Pro X, my guess is, it&#8217;s just not done yet. I still expect the number ten to follow the number nine. (Amazing how that works.) I don&#8217;t expect Logic Pro X to produce the kind of disruption that Final Cut Pro X did, however. Logic already has a 64-bit infrastructure. Final Cut had an aging code base, deeply rooted in deprecated versions of QuickTime, that prompted Apple to do a ground-up rewrite. The initial results made people unusually unhappy, and perhaps justifiably so, but ground-up rewrites of software this complex tend to be ugly at first. There&#8217;s no reason to believe Logic will face a similar overhaul. Whatever Apple is doing, I&#8217;m in no rush; Logic is a deep program, and I&#8217;d rather wait for upgrades from everyone (note to all developers everywhere) than have serious production software rushed out before its time. </p>
<p>Logic Express is also, not surprisingly, eliminated. At $200, there just isn&#8217;t a spot for Express any more. And I&#8217;ve never been in love with these kind of product tiers; you&#8217;re constantly explaining to people whether they should get Express or Pro, as they desperately try to work out how &#8220;serious&#8221; they are in light of the products.</p>
<p>What is notable is MainStage: there are some welcome tweaks, and absurdly-cheap, standalone pricing that should get some attention.</p>
<p>Most importantly, $30 now gets you all of the instruments and effects from Logic in MainStage, including instruments like Sculpture.<span id="more-21768"></span></p>
<p><strong>MainStage</strong></p>
<p>The real changes software-wise come in MainStage. For starters, if you don&#8217;t love Logic but want to try Apple&#8217;s live performance / instrument and effect rig, you can now do that. MainStage works standalone, and you even get all the Apple Loop sound content and sample-based instruments previously available in Logic Pro &#8211; Jam Packs and all, what once could have cost you hundreds of dollars is now thirty bucks. One thing I wondered about with the App Store was how Apple would handle distribution of all that content. They&#8217;ve thoughtfully allowed you to check off only the content you want to install, saving bandwidth and hard disk space if you don&#8217;t want everything.</p>
<p><strong>All those instruments and effects:</strong> You also get, bundled into the package, an extensive collection of everything from guitar amps and stompboxes to the Ultrabeat drum machine to virtual instruments from analog to the unique physical-modeling Sculpture. Because MainStage supports ReWire, that means if you, say, love Ableton Live or Cubase more than Logic, but longed for some of those Apple instruments, you can now play with them in your DAW for thirty bucks without having to buy the whole Logic package. You&#8217;d just route audio straight into your DAW. </p>
<p>Check out the <a href="http://www.apple.com/logicpro/mainstage/#plugins-list">extensive list of instruments and effects</a> on the MainStage product page. (They&#8217;re called &#8220;plug-ins,&#8221; but they can only be used in Logic and MainStage, not in other tools.)</p>
<p>For onstage or live studio use, MainStage also includes a looper, backing track player, and other useful tools. </p>
<p>MainStage 2.2 also delivers some new features for your $30. From the release notes, I spot a few highlights:</p>
<ul>
<li>Now takes &#8220;full advantage&#8221; of Macs with four or more processor cores</li>
<li>New template picker, Assignments and Mappings view for streamlined screen and hardware control</li>
<li>Bigger interface elements</li>
<li>More MIDI control, SMF support for sending SysEx and other data when you make a patch change, block unwanted controller messages</li>
<li>Support for: Akai MPK25, Akai MPK49, Alesis Q25, Korg nanoKey2, Korg nanoKontrol2, Korg nanoPad2, updated M-Audio Axiom and Oxygen models, Novation Nocturn 25</li>
</ul>
<p>There are also some bug fixes and improved ReWire support.</p>
<p>None of this is really earth-shaking in itself &#8211; though it&#8217;s nice to see those patch change additions for people with hardware rigs. But the big news here is that, with MainStage unbundled from Logic, it&#8217;s in a whole new product category. It could be a viable option for Mac owners wanting to control plug-ins and hardware from a streamlined setup, even if they&#8217;re not Logic fans. And that could open MainStage to new audiences using other DAWs. Years ago, I reviewed a similar app, Rax, now marketed by <a href="http://www.audiofile-engineering.com/rax/">Audiofile Engineering</a>. (At the time, it was developed by Plasq, now better known for Skitch, which they just sold successfully to Evernote.) I was disappointed that no one really picked up on the app.</p>
<p>The idea is great: make a simple, straightforward app that gets you actually playing instruments on your computer with minimum fuss. It still seems like a great idea, and perhaps now the time is right. Rax/MainStage shootout, anyone?</p>
<p><strong>Bottom Line</strong></p>
<p>Sometimes, it&#8217;s news that something isn&#8217;t news. For all the rumors that the App Store transition was going to be a big deal, I think for Logic users, it&#8217;s probably not. It could be a more convenient way to distribute Apple&#8217;s software. And it sure makes those days of giant Logic boxes and blue Emagic copy protection dongles seem distant, huh? But I don&#8217;t think the question is whether competitors will go to the App Store, specifically. I think the question will be more generally, when will we cease to see boxes of nothing but software in stores? It seems stores may continue to carry hardware bundles, but that software will get delivered, you know, on the Internet.</p>
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		<title>With Networks of Notes, Nodal Generates Music: Updated Mac+Windows App Now Adds MIDI</title>
		<link>http://createdigitalmusic.com/2011/05/with-networks-of-notes-nodal-generates-music-updated-macwindows-app-now-adds-midi/</link>
		<comments>http://createdigitalmusic.com/2011/05/with-networks-of-notes-nodal-generates-music-updated-macwindows-app-now-adds-midi/#comments</comments>
		<pubDate>Tue, 10 May 2011 14:50:41 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=18771</guid>
		<description><![CDATA[What makes music software popular? Simple recording, DJ, and remix apps unsurprisingly do well. But perhaps as a testament to the importance of individual music expression, some stranger entries do, too. And those less-typical software creations can give you new ways of exploring music creation and performance. Just take Nodal. GarageBand sits comfortably at the &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/05/with-networks-of-notes-nodal-generates-music-updated-macwindows-app-now-adds-midi/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="510" src="http://www.youtube.com/embed/UBUabb325D4" frameborder="0" allowfullscreen></iframe></p>
<p>What makes music software popular? Simple recording, DJ, and remix apps unsurprisingly do well. But perhaps as a testament to the importance of individual music expression, some stranger entries do, too. And those less-typical software creations can give you new ways of exploring music creation and performance. Just take Nodal.</p>
<p>GarageBand sits comfortably at the top of the sellers list on Apple&#8217;s App Store. But, at least briefly, a generative composition tool has rocketed to second place. Nodal 1.7, available for both Mac and Windows, is unlike most music production tools. In place of linear track arrangement, clusters of graphical nodes represent musical structure, awaiting real-time experimentation. In a network you create, &#8220;virtual players&#8221; produce patterns by traversing a geometric map defining pitch, rhythm, and sequence. </p>
<p>Nodal and tools like it have always been able to create musical machines from simple elements, letting the user define an arrangement and then set it in motion. But Nodal 1.7 is a major release in that it allows MIDI control, so that you can actually &#8220;play&#8221; the structure and not just sit back and let it roll.</p>
<p>This isn&#8217;t just for ambient music lovers, either &#8211; sync features mean you can use Nodal just as easily in rhythmic pieces or even dance music.</p>
<p><img src="http://createdigitalmusic.com/files/2011/05/nodalUI.jpg" alt="" title="nodalUI" width="640" height="421" class="alignright size-full wp-image-18783" /></p>
<p>Developer Peter Mcilwain tells CDM:<span id="more-18771"></span></p>
<blockquote><p>We think new features make [Nodal 1.7] a serious composing tool. Firstly, it can be synced to other applications. Next, individual networks can be triggered (like clips in Ableton) from MIDI notes. The velocity levels in these networks can be scaled according to the velocity of the triggering note. Also, the edges or connections between nodes can now contain MIDI controller curves. This is all demonstrated in [the YouTube clip at top].</p>
<p>The triggering aspect means that you can perform with a generative system in a very intuitive way. Also, I have been working on a piece for a flute ensemble in which I create a triggering score  in Logic. This information is then sent to Nodal. Nodal then sends back MIDI which is rendered and recorded in Logic. I&#8217;m finding this a fascinating and natural way to work.</p></blockquote>
<p>Nodal has slipped a bit since Peter first contacted me, but seeing this among the top Mac App Store apps to me is tremendously satisfying. Peter tells us they&#8217;re not giving up their day jobs, but it&#8217;s nice just to get to support great software.</p>
<p><a href="http://www.csse.monash.edu.au/~cema/nodal/index.html">Nodal: Generative Music Software</a></p>
<p>I&#8217;d love to hear more about Nodal here, especially if you&#8217;re making interesting stuff with it. Of course, to discuss with other Nodal users, your best bet is the Nodal discussion group:</p>
<p><a href="http://www.csse.monash.edu.au/~cema/nodal/support.html">Support | Nodal Google Group</a></p>
<p>The development team &#8211;  Jon McCormack, Alan Dorin, Aidan Lane, Jon McCormack and Peter McIlwain of Monash University&#8217;s Centre for Electronic Media Art in Australia &#8211; have published technical papers, too:</p>
<p><a href="http://www.csse.monash.edu.au/~cema/nodal/research.html#papers">Nodal R&#038;D / Technical Papers</a></p>
<p>Nodal fans / users &#8230; or other folks doing development &#8230; we&#8217;d love to hear from you.</p>
<p>For more generative goodness, see also:</p>
<p><a href="http://www.intermorphic.com/">Intermorphic and Noatikl / Mixtilk</a>, a cross-platform system that also includes mobile tools for iOS, from the same team that collaborated with Brian Eno and worked on the landmark <a href="http://www.intermorphic.com/company/index.html#SSEYO">SSEYO Koan</a> system.</p>
<p>Hans Kuder&#8217;s <a href="http://createdigitalmusic.com/2008/09/tiction-animated-nodal-generative-music-app-in-progress-in-processing/">Tiction</a> uses graphical nodes as does Nodal, and, built in Processing, works on any OS (including Linux). Unfortunately, I&#8217;m not sure what happens to Hans or the tool; if anyone knows, let us know.</p>
<p>There are probably others I&#8217;m forgetting as the coffee settles in, so chime in in comments.</p>
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		<title>Six Reasons the Mac App Store Means Little for Music Creation &#8211; At Least For Now</title>
		<link>http://createdigitalmusic.com/2011/01/six-reasons-the-mac-app-store-means-little-for-music-creation-at-least-for-now/</link>
		<comments>http://createdigitalmusic.com/2011/01/six-reasons-the-mac-app-store-means-little-for-music-creation-at-least-for-now/#comments</comments>
		<pubDate>Thu, 06 Jan 2011 19:22:14 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=15614</guid>
		<description><![CDATA[I think the App Store will be a big hit &#8211; just not necessarily for music, at least not away. The problem: demand and economics. Photo (CC-BY) Rob Boudon. App stores these days seem to have become a magical panacea that creates new businesses, solves long-standing problems, makes you enormous profits, and cures hair loss. &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/01/six-reasons-the-mac-app-store-means-little-for-music-creation-at-least-for-now/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2011/01/appstore.jpg" alt="" title="appstore" width="640" height="434" class="alignnone size-full wp-image-15624" /></p>
<div class="imgcaption">I think the App Store will be a big hit &#8211; just not necessarily for music, at least not away. The problem: demand and economics. Photo (<a href="http://creativecommons.org/licenses/by/2.0/">CC-BY</a>) <a href="http://www.flickr.com/photos/robboudon/">Rob Boudon</a>.</div>
<p>App stores these days seem to have become a magical panacea that creates new businesses, solves long-standing problems, makes you enormous profits, and cures hair loss. There may indeed be some great solutions for software makers that evolve over time, but to get there, we may first need a reality check.</p>
<p>I have to disagree strongly with James Lewin at Synthtopia:<br />
<a href="http://www.synthtopia.com/content/2011/01/06/what-the-mac-app-store-means-for-musicians/">What The Mac App Store Means For Musicians</a></p>
<p>The Mac App Store James describes there becomes the solution for all future music distribution, spawning a new market for free-to-$15 music creation apps. He even argues that the store may erode Windows development and turn the software industry upside down:</p>
<blockquote><p>The next Propellerhead Reason, the next Ableton Live, the next Native Instruments Komplete will probably come from a company that sees the opportunity for creating mass market “prosumer” music apps.</p></blockquote>
<p>Some of this may eventually come to pass, but there&#8217;s a big gap between that vision and where we are now, evidenced by an app store largely devoid of the kinds of music software on which producers and DJs today rely. (Really &#8211; go take a look.)</p>
<p>So, what&#8217;s the hold-up? We predicted that the App Store wouldn&#8217;t be a huge hit for music after talking to developers back in December:<br />
<a href="http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/">Apple’s App Store May Not Work for Audio Devs; Developers Respond </a></p>
<p>I think I was actually even more optimistic then than now about iOS apps. Many apps haven&#8217;t made the leap from iPhone to iPad; assuming they&#8217;ll jump to a fundamentally-different Mac platform is now seeming wildly unrealistic. The Mac App Store is sure to be a success for lots of Mac software, even out of the gate, but here&#8217;s why I think music apps may not immediately take:<span id="more-15614"></span></p>
<p><strong>1. There isn&#8217;t much music creation software yet, apart from GarageBand.</strong><br />
Without software, this whole debate is academic. Apple&#8217;s GarageBand is an early entrant &#8211; and that may be part of the problem. On iOS, developers are motivated in part by Apple&#8217;s perceived ability to promote their work. What&#8217;s the incentive for developers making software that competes with Apple to submit to the Mac App Store &#8211; particularly when they have other distribution mechanisms at their disposal (like selling directly to you)?</p>
<p><strong>2. You can&#8217;t sell plug-ins.</strong><br />
The single most popular form of one-off music software, the thing most likely to be a commodity, isn&#8217;t possible on the Mac App Store at this time. Maybe JACK will catch on, but&#8230;</p>
<p><strong>3. It requires extra work to submit to the Mac App Store, to run on a platform developers can already easily target.</strong><br />
Remember, music developers are often made up of small teams or even just one or two people. Even at bigger houses like an Avid or Native Instruments, developer time is at a premium. There has to be a strong incentive to change the development process.</p>
<p><strong>4. Restrictions on development tools, limited copy protection, and Apple&#8217;s approval process will scare away some music developers.</strong><br />
Remember, developers have to commit time to use the Apple store &#8211; and these restrictions could further limit what kinds of software they can make or how they can make it. It&#8217;s not up to you whether to commit that time; it&#8217;s up to the developer. On the iPhone or iPad, there&#8217;s a strong argument for giving up control to Apple &#8211; it&#8217;s the only way to target these platforms, the platforms are unique, and demand is high. That isn&#8217;t necessarily the case on the Mac.</p>
<p><strong>5. Porting from iPhone/iPod touch or iPad to the Mac doesn&#8217;t always make sense.</strong><br />
The iPad and iPhone platforms have touch input; the Mac doesn&#8217;t. And these other platforms are so popular for software toys, single-use apps, and the like in part because of their mobility and the elegant design around that mobility. A Mac laptop or iMac is mobile, but people don&#8217;t use it in the same way. That means designing around the desktop computer &#8211; and so far, there&#8217;s not evidence that users have the same voracious demand for apps there that they do on the mobile platform.</p>
<p><strong>6. Ease of buying can help fulfill demand, but it doesn&#8217;t create demand that isn&#8217;t already there.</strong><br />
Building a software business model, I&#8217;d imagine you&#8217;d ask yourself some questions:<br />
<em>Who&#8217;s the audience, and how large is the demand for the tool?<br />
What application fills that demand?<br />
How much are they willing to pay for that solution?<br />
How does the cost of development and support compare to how much they&#8217;re willing to pay for it?</em></p>
<p>If you satisfy these issues, having a great distribution mechanism could indeed increase sales. But in the case of the Mac App Store, with other alternatives, these conditions have to be balanced </p>
<p>Now, some might argue that Apple&#8217;s app store has created demand on the iPhone. Really? You&#8217;re telling me that, prior to Apple creating iTunes, people didn&#8217;t want to while away hours playing addictive games like Angry Birds? (Okay, maybe you really haven&#8217;t heard of Tetris. Now, imagine a vending machine that dispenses Tetris. That&#8217;d be a big hit, too. You have to want the product for the distribution to matter.)</p>
<p>The Mac isn&#8217;t the only computer platform out there. And music creation software isn&#8217;t expensive, relative to other tools, by accident. It&#8217;s expensive because demand has traditionally been limited, and development and support costs are high. </p>
<p>It&#8217;s possible that James could be right in the long term about music software &#8211; it&#8217;d be fantastic, actually, in some ways, if he were. But the App Store alone isn&#8217;t the panacea. If music developers want to create a world of widely-consumed free and $15 music apps, they&#8217;ll first have to create apps that those consumers demand. Once they&#8217;ve got the demand, then the mechanism that dispenses the product can indeed be a huge success. But for now, I think it&#8217;ll be easier to do that on mobile platforms, given their portability, simplicity, and focus, than on the Mac. And I have to wonder if eventually the best solution for music applications would be one dedicated to the job.</p>
<p>Ultimately, the problem here seems to be ascribing the success of software on the iPad and iPhone to iTunes and the App Store. That misses the deeper message of these platforms: given mobility and more personal form factors, people use software differently. That&#8217;s a really profound discovery, especially to how music software is used in expression. It&#8217;s deep enough that the implications are almost certainly yet be fully realized; some of the greatest potential still remains ahead. Simply grafting a similar store onto the Mac, while it may prove useful, doesn&#8217;t make the Mac the same as an iPhone. It ignores the single most important thing about the iPhone: mobility.</p>
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		<title>Apple&#8217;s App Store May Not Work for Audio Devs; Developers Respond</title>
		<link>http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/</link>
		<comments>http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/#comments</comments>
		<pubDate>Mon, 25 Oct 2010 16:39:23 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[Music software development includes some of the most sophisticated, expressive software out there. But it has long faced serious challenges in sales &#8211; audio software still appeals, generally, to a small slice of people, made smaller by factors ranging from piracy to the sheer complexity of available audio tools. As computing&#8217;s distribution model for software &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2010/10/appstore.jpg" alt="" title="appstore" width="580" height="348" class="alignnone size-full wp-image-14299" /></p>
<p>Music software development includes some of the most sophisticated, expressive software out there. But it has long faced serious challenges in sales &#8211; audio software still appeals, generally, to a small slice of people, made smaller by factors ranging from piracy to the sheer complexity of available audio tools. As computing&#8217;s distribution model for software shifts, audio developers are undoubtedly watching.</p>
<p>Love it or hate it, what&#8217;s unique about Apple&#8217;s App Store for iOS is that it&#8217;s a one-stop shop for everything. With App Store fever spreading &#8211; new stores for mobile and desktop are either available or planned from the likes of Apple, Intel, Microsoft, and Linux vendor Canonical &#8211; we&#8217;re likely to see a new kind of store model. On desktops, Android devices, and others, multiple stores will compete with one another in overlapping arenas. They&#8217;ll do it without lock-in, too &#8211; unlike on Apple&#8217;s stores for iOS, you&#8217;ll have a choice of where to get your software.</p>
<p>Last week, of course, that list expanded to include <a href="http://www.apple.com/mac/app-store/">Apple&#8217;s Mac App Store</a>, coming to Snow Leopard and then the just-announced Lion.</p>
<p>Music creation and pro audio apps may be a specific niche, but creators of everything from plug-ins to audio software are at least interested. Little wonder: desktop music making software has always faced an uphill climb, but recently, iPhone creations have become breakout hits.</p>
<p>Just don&#8217;t get too excited yet. An early look at Apple&#8217;s guidelines for the store suggest restrictions will rule out a great deal of current Mac software, particularly audio software that relies on plug-in models. I&#8217;ve asked some independent developers to comment on what the store means to them, and take a look at some of those restrictions.<span id="more-14273"></span></p>
<p>Several developers responded to my questions. Now, a disclaimer: clearly, the Mac App Store is not aimed at creators of strange synthesizers and effects. Nor is it possible to represent the full gamut of developers making software for musicians. TUAW has a <a href="http://www.tuaw.com/2010/10/21/developer-reactions-to-the-mac-app-store/">nice round-up</a> of more typical Mac developers, who are, unsurprisingly, more upbeat. I likewise expect that anyone who now has some success on the iOS platform &#8211; vendors like <a href="http://www.ikmultimedia.com/">IK Multimedia</a> or <a href="http://www.smule.com/">Smule</a> &#8212; will be optimistic about the Mac App Store. </p>
<p>So, instead, consider this as a sampling of developers for whom the App Store may not actually change that much. I was, frankly, surprised to see plug-in creators and pro audio users assuming that the Mac App Store would be a natural marketplace for the software they care about. Early evidence is that it isn&#8217;t. But with app stores spreading across devices, the responses from developers provide some insight into longer-range challenges that transcend even Apple&#8217;s latest offering.</p>
<p>Gallery: sample applications and stores.<br />

<a href='http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/strobe/' title='strobe'><img width="150" height="150" src="http://createdigitalmusic.com/files/2010/10/strobe-150x150.jpg" class="attachment-thumbnail" alt="strobe" title="strobe" /></a>
<a href='http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/dontcrack/' title='dontcrack'><img width="150" height="150" src="http://createdigitalmusic.com/files/2010/10/dontcrack-150x150.jpg" class="attachment-thumbnail" alt="dontcrack" title="dontcrack" /></a>
<a href='http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/circle/' title='circle'><img width="150" height="150" src="http://createdigitalmusic.com/files/2010/10/circle-150x150.jpg" class="attachment-thumbnail" alt="circle" title="circle" /></a>
<a href='http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/chipsounds/' title='chipsounds'><img width="150" height="150" src="http://createdigitalmusic.com/files/2010/10/chipsounds-150x150.jpg" class="attachment-thumbnail" alt="chipsounds" title="chipsounds" /></a>
<a href='http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/axon/' title='axon'><img width="150" height="150" src="http://createdigitalmusic.com/files/2010/10/axon-150x150.jpg" class="attachment-thumbnail" alt="axon" title="axon" /></a>
<a href='http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/appstoremacbook/' title='appstoremacbook'><img width="150" height="150" src="http://createdigitalmusic.com/files/2010/10/appstoremacbook-150x150.jpg" class="attachment-thumbnail" alt="appstoremacbook" title="appstoremacbook" /></a>
<a href='http://createdigitalmusic.com/2010/10/apples-app-store-may-not-work-for-audio-devs-developers-respond/appstore/' title='appstore'><img width="150" height="150" src="http://createdigitalmusic.com/files/2010/10/appstore-150x150.jpg" class="attachment-thumbnail" alt="appstore" title="appstore" /></a>
</p>
<p><strong>Could the Apple App Store be a viable option for creative music developers?</strong></p>
<p>Angus Hewlett, <a href="http://www.fxpansion.com/">FXpansion</a>:</p>
<blockquote><p>I&#8217;d say it&#8217;s a viable option for entry-level and somewhat novelty apps, and as a launch-assistance platform for brand new developers (allowing unknowns with no established reputation to get started in the world of ecommerce). It&#8217;s not of great appeal to FXpansion &#8211; we&#8217;ve been around long enough that I&#8217;d hope commercial trust isn&#8217;t a massive barrier to people buying from our web-store &#8211; but as a get-yourself-started platform, it is not completely without merit.</p>
<p>Of course, because these app stores are usually tied to a specific platform, for those developers who are on more than one platform, it does just add additional complexity, cost, and hassle. Admittedly it improves convenience for end users a certain amount (a good thing in my book), but the effort/overhead of getting out your credit card and typing in the number looks completely different for a $0.99 game you&#8217;re going to play for 20 minutes, compared to a $249 plug-in that you&#8217;ll spend hours/days just learning and (we hope) use several times a week for years to come.</p></blockquote>
<p>Christopher Randall, <a href="http://www.audiodamage.com/">Audio Damage</a>:</p>
<blockquote><p>The guidelines preclude selling plug-ins, so that rules out the segment of the industry I&#8217;m most familiar with. This will probably change, but my general feeling is that people that make things like <a href="http://www.five12.com/">Numerology</a> will be well served, but for the majority of our business, our needs are a bit too particular to really benefit from something as broadly-focused as the App Store. And there&#8217;s no real financial incentive on Apple&#8217;s part to cater specifically to us, because we&#8217;re such a small segment of the overall software market.</p></blockquote>
<p>David Viens, <a href="http://www.plogue.com/">Plogue Art et Technologie</a>:</p>
<blockquote><p>As much as we like having our code base tested on as much compilers and platforms possible for correctness and efficiency, constant platform changes are quite boring, and usually dont spark any innovative ideas from us. Innovation not only is what drives us in the morning, but it&#8217;s also what users want, hopefully more than the typical will-it-run-on-my-toaster? kind. Also innovation is highly regarded by various tax break programs in many countries Also app stores make it impossible for us to do quick fixes, we could be committing code to Nintendo ROM carts that it  couldn&#8217;t be different. So there is a need to raise QA and testing budget by a very significant amount, before release&#8230;.</p></blockquote>
<p><strong>For standalone software, the kinds of things we&#8217;ve seen for iOS seem a likely candidate &#8211; particularly general-consumption audio &#8220;toys&#8221; (in the sense of stuff anyone can open up and use to make sound)?</strong></p>
<p>Chris Randall:</p>
<blockquote><p>That was my my general thinking. I was pondering it at length last night, and the smaller single-use app seems more likely to benefit from it, assuming it is a parallel environment to the existing App Store, with the same sort of customers. The chief difference between this App Store and the iOS one is that this isn&#8217;t the only option for purchasing software for your Mac. It has to compete with other channels, which is an important distinction, especially if most of its offerings are simple &#8220;casual&#8221; apps.</p></blockquote>
<p><strong>What about the app store landscape in general, as other players get into the business of doing their own stores? How does Apple fit in?</strong></p>
<p>Gavin Burke, <a href="http://www.futureaudioworkshop.com/">Future Audio Workshop</a>:</p>
<blockquote><p>The main issue is that the app store model just one piece of a bigger jigsaw and is tied in closely to the hardware, software frameworks and what this means to an independent developer and his/her ability to compete on a level playing field with established brands.</p>
<p>App store success is just one part in a bigger picture. The other players need to get the various parts right and not just create an app store and think it will work.</p>
<p>A major part is the price and ease of purchase. It&#8217;s easier to buy the software for $1.00 with one-click purchase than look on rapidshare.com for a crack. So price, ease of purchase, and last but not least, [making it] difficult to get the cracked version. Looking at it, it may only work if there is a single distribution channel and not multiple ones ( including rapidshare as  a channel <img src='http://createdigitalmusic.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  )</p>
<p>One flaw, though, in the Apple App Store is the charts. At the moment it is based on sales volume.  Allowing people to view by highest user rating, etc., might help level things. Also, Apple can act as king maker with their ability to dish out the free advert slots on the device.
</p></blockquote>
<p>Angus Hewlett:</p>
<blockquote><p>It&#8217;s a new channel that will no doubt get a lot of coverage &#8211; a few developers with the right products and first mover advantage will make some fast bucks for sure. After that, I don&#8217;t know. I suspect phones (and consoles &#8211; myself, I spend way more on XBox Live Arcade than on the iPhone or Android stores) are a better and more natural platform for cheap, one-shot novelty apps than desktops/laptops, simply because of how &#038; where they fit in to peoples&#8217; lives, but I&#8217;m ready to be proven wrong on that.</p></blockquote>
<p><strong>Are you concerned about Apple&#8217;s 30% cut of revenue?</strong></p>
<p>Chris Randall:</p>
<blockquote><p>Not at all. The app store runs on volume; that is its main attraction from a commerce standpoint. The trick is to take advantage of that potential volume, and the way to do that is through lowest-common-denomenator (e.g. &#8220;I Am T-Pain&#8221;) products.</p></blockquote>
<p>Angus Hewlett:</p>
<blockquote><p> Yes. It&#8217;s a lot more than the original generation of &#8220;app stores&#8221; (shareware ecommerce middleman sites like ShareIt, DigitalRiver, Kagi, NorthStar etc.) typically charged. We used to sell through ShareIt back in the day, they took about 10%, but once your turnover hits $10-15k a month,<br />
it&#8217;s more economical to have a proper merchant account based shopping cart system (the hassle that entails costs a few hundred dollars a month in terms of overheads, paperwork, other bank-related BS, but it brings the average cost per transaction down to 3-5%). Also, at 10-15k a month turnover, your brand is probably well enough known that potential customers are likely to trust you somewhat as an online vendor.</p>
<p>Having said that &#8211; the terms-and-conditions aspect of being in an app store, especially when the operator is particular, capricious, anally retentive or all three at once (naming no names), is far more toxic than the 30% cut. Losing a predictable amount of money per sale is one thing, but failing to sell a single copy of your app &#8211; after you&#8217;ve spent months and $thousands developing it &#8211; because the store owner rejected it for reasons outside of your control is quite another.</p></blockquote>
<p>David Viens:</p>
<blockquote><p>30% is ridiculous. What enrages me is that users seem to think it&#8217;s normal and much less than &#8216;retail&#8217; .. wuht whut??? We have never done retail ever and been using Share-It (which costs us less than 10%) for 6 years. That&#8217;s the price of a payment processor.</p>
<p>Sure, it doesn&#8217;t give you &#8216;visibility&#8217; but what is that visibility on the 15th page of music software selection in a store? Can&#8217;t we just be as creative with our viral marketing, social network tricks as we are with the software itself?</p>
<p>Bandwidth price on Amazon S3 is microscopic (10 cents a GB), so not an issue, even with 100-megabyte demo downloads.</p>
<p>Share-it don&#8217;t care about the content, they never put their noses in our practices, suggest guidelines, or anything.</p>
<p>People are just getting to enjoy their new-found freedom with independent online music and fair-trade and local grown foods, however. they will let the inverse happen to software?<br />
Will we see the movement to Fair-Trade software in 15 years?</p></blockquote>
<p><strong>Do you think it&#8217;s a model that could work, from a business perspective?</strong></p>
<p>Angus Hewlett:</p>
<blockquote><p>It&#8217;s a new channel, a few developers with the right products and first mover advantage will make some fast bucks. After that, I don&#8217;t know.</p>
<p>How well versed are you on acoustic physics in relation to loudspeakers, impedance etc.? There are some interesting parallels here with app stores &#8211; basically they are a good platform for allowing very small developers to cast a very wide net. Those of us who have a more specialist, focused audience can probably build trust with our audience via more efficient, focused channel&#8230;.</p></blockquote>
<p><strong>It appears that plug-ins are ruled out by several of the guidelines issued by Apple. Care to comment?</strong></p>
<p>Gavin Burke:</p>
<blockquote><p>I can&#8217;t see the app store concept working for plug-ins; it&#8217;s pretty much already there with the <a href="http://www.apple.com/downloads">downloads page on the Apple site</a>.</p>
<p>If the app store is the only channel to purchase applications for a device that cracked software is not easily available for, then yes, it works. Otherwise, not so sure. We already have app stores for music software, like <a href="http://www.dontcrack.com/">Don&#8217;t Crac[k]</a>, etc., with somewhat limited success. Also for complex niche software, it&#8217;s hard to beat the personal connections distributors have with stores and in turn with their customers. We find this especially true for Japan.</p></blockquote>
<p><strong>Artistic freedom and censorship</strong></p>
<p>Artist and developer Kassen Oud offered some compelling thoughts on Apple&#8217;s developer &#8220;guidelines&#8221; and rules via Facebook. To him, the restrictions on what goes in the store conflict with making software art. I think it&#8217;s a reasonable and challenging point to make &#8211; just as Apple has the right to conduct their store in the way you wish, developers and artists presumably have just as much right to opt out.</p>
<blockquote><p>To me, the big appeal to developing software for music is the chance to do something unique and individual. External limitations (like arbitrary moral guidelines or limits on the language to be used) conflict with that, to me. As the process used is important to me I need to be able to express myself about that publicly as well. This rules out Apple&#8217;s app store. With regard to code/ application distribution those are more important factors to me than the need to create applications for Apple&#8217;s app store on a Apple computer though that in and of itself would also be a prohibitive factor to me.</p>
<p>I don&#8217;t mean to imply that software on Apple&#8217;s platform would inherently be less &#8220;unique&#8221; or &#8220;individual&#8221;; I certainly do not wish to take anything away from my friends whose creative process wasn&#8217;t (apparently) affected by these factors and who did create very interesting works released on it, taking nothing away from their FOSS work.</p></blockquote>
<h3>Apple Developer Guidelines &#8211; Plug-ins Need Not Apply</h3>
<p>Apple&#8217;s draft review guidelines for the Mac App Store have been widely posted, including <a href="http://pastie.org/1236378">full text</a>. Here are the excerpts most relevant to the above discussion.</p>
<p><strong>Plug-ins will almost certainly be rejected.</strong></p>
<blockquote><p>2.15<br />
Apps must be self-contained, single application installation bundles, and cannot install code or resources in shared locations</p></blockquote>
<p>(Plug-ins, by definition, install to shared Library locations, as per Apple&#8217;s own guidelines.)</p>
<p>Interestingly, though, hosts appear to be okay, just not the plug-ins themselves:</p>
<blockquote><p>7.1<br />
Apps that unlock or enable additional features or functionality with mechanisms other than the App Store will be rejected, except in cases where the application hosts plug-ins or extensions</p></blockquote>
<p><strong>Demos aren&#8217;t allowed.</strong></p>
<blockquote><p>2.6<br />
Apps that are &#8220;beta&#8221;, &#8220;demo&#8221;, &#8220;trial&#8221;, or &#8220;test&#8221; versions will be rejected</p></blockquote>
<p><strong>Other guidelines are worth watching.</strong></p>
<p>Various other guidelines provide fairly restrictive policies that developers will have to balance against their business interests. These aren&#8217;t unprecedented &#8211; see the strict review policies of venues like the Steam store for games. But those stores have seen their own share of developer complaints, and they&#8217;re specific to an audience (like gamers); here, it may be tougher for niche developers to justify. (That&#8217;s, at least, the feedback I&#8217;ve been hearing from music developers. For mainstream developers, the equation can be different.)</p>
<blockquote><p>2.18<br />
Apps that install kexts will be rejected</p>
<p>2.19<br />
Apps that require license keys or implement their own copy protection will be rejected</p>
<p>2.20<br />
Apps that present a license screen at launch will be rejected</p>
<p>2.21<br />
Apps may not use update mechanisms outside of the App Store</p></blockquote>
<blockquote><p>2.7<br />
Apps that duplicate apps already in the App Store may be rejected, particularly if there are many of them</p></blockquote>
<p>Of course, some of the challenges of audio software are &#8230; unique. How many pro audio applications would meet the following guidelines?</p>
<blockquote><p>6.3<br />
Apps that do not use system provided items, such as buttons and icons, correctly and as described in the Apple Macintosh Human Interface Guidelines will be rejected</p>
<p>6.4<br />
Apple and our customers place a high value on simple, refined, creative, well thought through interfaces. They take more work but are worth it. Apple sets a high bar. If your user interface is complex or less than very good it may be rejected</p></blockquote>
<p>Comments from other developers are welcome. We&#8217;ll keep you posted.</p>
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		<title>iPhone Developer Limbo, Sonorasaurus, and Music as an Application</title>
		<link>http://createdigitalmusic.com/2009/11/iphone-developer-limbo-sonorasaurus-and-music-as-an-application/</link>
		<comments>http://createdigitalmusic.com/2009/11/iphone-developer-limbo-sonorasaurus-and-music-as-an-application/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 16:26:12 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/11/17/iphone-developer-limbo-sonorasaurus-and-music-as-an-application/</guid>
		<description><![CDATA[Yesterday, I talked about two complaints of music developers writing applications for the iPhone. These come from developers who are really iPhone fans, who just want to get their software released and (for many music devs) better categorized on Apple’s store. Pajamahouse Studios, maker of the new Sonorasaurus remix application, follow up with a more &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/11/iphone-developer-limbo-sonorasaurus-and-music-as-an-application/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a class="thickbox" href="http://createdigitalmusic.com/files/2009/11/sonorasaurusscreen.png"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="sonorasaurus-screen" border="0" alt="sonorasaurus-screen" src="http://createdigitalmusic.com/files/2009/11/sonorasaurusscreen_thumb.png" width="480" height="320" /></a>
</p>
<p>Yesterday, I talked about two complaints of music developers writing applications for the iPhone. These come from developers who are really iPhone <em>fans</em>, who just want to get their software released and (for many music devs) better categorized on Apple’s store. Pajamahouse Studios, maker of the new Sonorasaurus remix application, follow up with a more detailed explanation of their situation.</p>
<p>These are not rejections; at least rejections are generally accompanied with some sort of suggestion of what would need to be changed. They represent the dreaded iPhone developer “limbo,” in which an application is neither rejected nor approved. For Sonorasaurus, that’s been the state of affairs for over two months. As the developers explain, there seems to be nothing unusual about their app:</p>
<ul>
<li><strong>Library access: </strong>It doesn’t access the iPhone/iPod music library. <del datetime="2009-11-17T18:29:39+00:00">(no application is allowed to do that, which incidentally limits a lot of the DJ app possibilities of the device)</del> <strong>Clarification:</strong> The status of the music API itself is unclear; some developers report just this sort of approval delay when trying to use it. [<a href="http://tapku.com/blog/dont-touch-the-iphone-3-0-music-api/">Source</a>] Also, access to files inside the media library is not directly possible, which can be compared to the status of Android.</li>
<li><strong>File access: </strong>A separate http server is provided, with a parallel library, for users to store their own tracks – again, something found on numerous other approved applications. This doesn’t use the included library. </li>
<li><strong>Included music / music distribution: </strong>Five included songs are for testing only – something found in a number of other, similar applications that have been approved. The application is not an alternative to iTunes for distribution. </li>
<li><strong>Media decoding: </strong>Custom MP3 decoding technology – something <em>not </em>provided on the iPhone – was separately licensed. <strong>Clarification:</strong> This was not meant to imply that you can&#8217;t do MP3 decoding; the developers meant to make the point that they were not violating patents or licensing by using their own decoding, which presumably they did for the purposes of building a DJ app.</li>
</ul>
<p>Of course, whatever the reason, we’ve seen in past applications suddenly approved after weeks or months, so who knows what will actually happen with this app.</p>
<p>Read the full explanation:</p>
<p><a href="http://www.sonorasaurus.com/blog/in-limbo-part-1/">In Limbo Pt. 1</a> [Sonorasaurus]</p>
<p>While reading that, though, I also have to observe how significant these workarounds are. Without launching into an Android versus iPhone debate – believe me, there are many, many things to criticize about the Android as a platform, especially relative to music –&#160; <em>none</em> of these is an issue on the Android. Forget platform wars or fanboys. Alternatives are good. I’d hope that we do have more than one approach to how to do this. These approaches <em>should</em> have to compete with one another, as they offer different tradeoffs and advantages.</p>
<p>If music is becoming an application, this kind of freedom is important.</p>
<p> <span id="more-8377"></span>
<p>Point by point:</p>
<ul>
<li><strong>Library access: </strong>Android’s standard, supported APIs provide <a href="http://developer.android.com/reference/android/provider/MediaStore.Audio.Media.html">access to the media library</a> and <a href="http://developer.android.com/reference/android/provider/MediaStore.Audio.Playlists.html">user playlists</a>. <strong>Clarification:</strong> this includes direct access to the files and the ability to read from the buffer of these files (with some effort), in public, documented, approved APIs, with no chance of having an app rejected for the use of these APIs. My understanding is that this is not exactly the case on the iPhone.</li>
<li><strong>File access: </strong>Users are free to put files on their SD card over USB, and off-load those files – neither possible on iPhone. And yes, these will be integrated with the media library; iTunes-style sync isn’t necessary. </li>
<li><strong>Included music / music distribution: </strong>Including songs is actually a bit of a challenge, but you can freely download content and store it on the SD card. Because Google doesn’t have an equivalent of iTunes, that includes creating your own alternative distribution methods – meaning a label or music store can do make their own outlet. </li>
<li><strong>Media decoding: </strong>Decoding technology is included on the phone, including the ability to decode the open OGG Vorbis format. <strong>Clarification:</strong> Some folks read this to mean that the iPhone can&#8217;t decode MP3s, which was <em>not</em> what I intended; the key point here is that Android has in-box support for free formats and byte-level access to the audio buffers they give you, by default, straight out of the user&#8217;s media library. That is not entirely the case on iPhone.</li>
</ul>
<p><a class="thickbox" href="http://www.flickr.com/photos/jagelado/3859140905/"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="3859140905_58f9062d56[1]" border="0" alt="3859140905_58f9062d56[1]" src="http://createdigitalmusic.com/files/2009/11/3859140905_58f9062d561.jpg" width="500" height="313" /></a></p>
<div class="imgcaption">More mobiles means more different ideas about how to distribute music and creative applications. Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/jagelado/">Jose A. Gelado</a>.</div>
<p>Beneath all of this is the major fundamental difference, which is that you can install applications for Android whether or not they’ve been approved for Android. There’s actually a checkbox in the Market that allows you to opt into installing other apps you’ve downloaded directly from a developer or from another source.</p>
<p>Again, I don’t mean to make a pro-Android argument. In fact, I believe many of these items are also true on Windows Mobile, Symbian, and upcoming Linux platforms; I just happen to be working on Android now, so I’m more familiar with it.</p>
<p>What’s important is that this represents an alternative approach to how to provide music as an application, one in which the user is free to load content on and off the device.</p>
<p>Specifically, this paragraph jumped out at me:</p>
<blockquote><p>Another problem would be that Apple could see this as a means to circumvent iTunes as a means to sell and distribute music. This we also addressed. These songs can only be used within the App. They can not be removed from the app / device for use elsewhere (iTunes on the desktop, burning to a CD, etc).</p>
</blockquote>
<p>Now, we hear from many developers that the iTunes integration is something that attracts them to the platform. Likewise, many content creators will want just these sorts of restrictions.</p>
<p>But what if you want fewer restrictions? Let’s say you’re an artist releasing Creative Commons-licensed tracks, and you want to <em>encourage</em> remixing, sampling, modification, and free use of your tracks. Or what if you’re a label or artist collective, and want to experiment with new ways of using mobile for distribution, beyond what’s possible with iTunes and Apple’s stores? The same qualities that may attract someone else should, I think, concern you. I don’t think that necessarily means you <em>shouldn’t</em> write an iPhone application with your music, but perhaps you should also consider trying an alternative platform. </p>
<p>There seems to be a growing sense that the iPhone Way is The Only Way. Obviously, that’s not the case. This very debate demonstrates just how much room for interpretation the distribution of content can produce. </p>
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		<title>Music Devs Want Change at Apple App Store, as DJ Apps Remain Unapproved</title>
		<link>http://createdigitalmusic.com/2009/11/music-devs-want-change-at-apple-app-store-as-dj-apps-remain-unapproved/</link>
		<comments>http://createdigitalmusic.com/2009/11/music-devs-want-change-at-apple-app-store-as-dj-apps-remain-unapproved/#comments</comments>
		<pubDate>Sun, 15 Nov 2009 23:05:17 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/11/15/music-devs-want-change-at-apple-app-store-as-dj-apps-remain-unapproved/</guid>
		<description><![CDATA[A powerful DJ application for your iPhone or iPod touch may be a tantalizing prospect. But several would-be candidates aren’t available to you yet. Why? They’re languishing in Apple’s approval process, with no sign of whether they’ll be released or not. For all the success of Apple’s App Store, some developers and users continue to &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/11/music-devs-want-change-at-apple-app-store-as-dj-apps-remain-unapproved/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/jDUS_2rcAjw&amp;hl=en_US&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/jDUS_2rcAjw&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>A powerful DJ application for your iPhone or iPod touch may be a tantalizing prospect. But several would-be candidates aren’t available to you yet. Why? They’re languishing in Apple’s approval process, with no sign of whether they’ll be released or not.</p>
<p>For all the success of Apple’s App Store, some developers and users continue to express frustration at what they believe is a sluggish, unpredictable approval process, restrictive Apple policies, and Apple’s complete control over distribution and categorization. That now leads to two complaints from music developers. A number of music developers want more delineation from Apple’s categories, so that the flood of general music apps don’t drown out powerful, creative tools. Meanwhile, developers of DJ applications claim that Apple is discriminating against DJ apps, which they say has led to delays without explanation.</p>
<p>“Open” development is relative, without question. Game system makers require developers to prove to them why they should be “allowed” to create titles, leading to a tightly-controlled stream of approved titles. But the success of Apple’s relatively open development model has prompted many software creators to hunger for greater freedom. I’ve increasingly heard people enthusiastic about the more flexible distribution model on Google’s Android (and other Linux) platforms, which allow users to install apps they want. I even moderated a mobile music platform panel at the CMJ music conference at which a Verizon representative, no less, talked about wanting to be more open to applications. The benchmark was Apple, for being perceived as overly restrictive.</p>
<p>iPhone/iPod touch developers, however, aren’t simply ranting against Apple. They’re complaining because they’re enthusiastic about the App Store. They want changes from Apple and believe there’s potential to get what they want. That said, I think they also illustrate potential for rivals like Google to outdo Apple – assuming those rivals invest more time and effort into courting these kind of applications.</p>
<h3>Is Apple Blocking DJ Apps?</h3>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/tVv4PY6st6Y&amp;hl=en_US&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/tVv4PY6st6Y&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>First, some developers believe that Apple is intentionally blocking DJ applications from being approved. Whether intentional or not, a number of potentially ground-breaking applications are unavailable after a significant delay. Kasabian Kasabianmeister writes:</p>
<p> <span id="more-8351"></span><br />
<blockquote>
<p>Apple is deliberately not allowing DJ apps to the App Store </p>
<p>Something really strange is going on with the Apple review team. They now seem to approve all kinds of applications, even the ones that have been previously considered &quot;unacceptable&quot;, but there is one kind of applications that are simply kept &quot;in review&quot; stage for months without any explanation.      <br /><a href="http://www.youtube.com/watch?v=tVv4PY6st6Y">http://www.youtube.com/watch?v=tVv4PY6st6Y</a></p>
<p>These are the DJ applications that have been developed with the idea to give the user the ability to mix his own MP3 tracks on the iPhone. Currently, there is no application in the AppStore that has such functionality. Of course, this wasn&#8217;t left unnoticed by the developers, but&#8230;</p>
<p>At least 3 applications: Touch DJ (<a href="http://www.amidio.com">www.amidio.com</a>), Sonorasaurus (<a href="http://www.sonorasaurus.com">www.sonorasaurus.com</a>), DJ Player (<a href="http://www.djplayer.fm">www.djplayer.fm</a>) are not being approved since the beginning of September, hitting the 2-month &quot;in review&quot; mark. One of the developers even made a video voicing the frustration over the absolutely unacceptable behaviour of Apple:       <br /><a href="http://www.youtube.com/watch?v=jDUS_2rcAjw">http://www.youtube.com/watch?v=jDUS_2rcAjw</a></p>
<p>What is really weird and unprofessional, Apple doesn&#8217;t give any reasons whatsoever what is the reason of such delays. The developers are just told to &quot;wait&quot; without any explanations.      <br />Meanwhile, the demand for the DJ apps is so high that people even started an online petition entitled &quot;Apple, Allow DJ apps on the iPhone!&quot;:       <br /><a href="http://www.petitionspot.com/petitions/iphonedj">http://www.petitionspot.com/petitions/iphonedj</a></p>
<p>One of the reasons for such attitude could be that Apple is working on its own DJ app, or is waiting for a DJ app from a &quot;senior&quot; player and keeping the possible &quot;competitors&quot; aside. In any case, it is quite possible that we will know the real reason soon.</p>
</blockquote>
<p>It’s worth noting that, in the past, Apple’s application process has simply proved to be inconsistent and slow, which can cause people to see intention where there is none. But that doesn’t necessarily excuse Apple’s App Store approval process. The iPhone and iPod touch are popular largely because of Apple’s success at making media playback devices. Apple needs to document what it views as acceptable use of these devices. In the absence of information, developers are jumping to their own conclusions, possibly accurately, possibly not.</p>
<p>Obviously, aside from interest in Apple’s policies, I’m sure many iPhone and iPod touch owners are eager to see these applications, so we’ll certainly be following them to see if any are released.</p>
<p><strong>In other rejection news&#8230;</strong> The App Store is currently just letting these DJ apps languish in limbo rather than providing a rejection. But another significant set of rejections is <a href="http://www.tuaw.com/2009/11/14/apple-rejects-unity-games-on-the-app-store/">game titles built with the Unity game engine</a>. There, the issue appears to be the presence of support in the engine for a private API call from Apple, whether or not the title itself uses the API, and &#8230;uh, yeah, that one&#8217;s complicated. <strong>Updated</strong> TUAW tells us <a href="http://twitter.com/TUAW/status/5767963166">via Twitter</a> that Unity developers say they&#8217;ve fixed that issue, so&#8230; move along, nothing to see here.</p>
<h3>Do Music Apps Need Better Categorization?</h3>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/7zSBVzJNh18&amp;hl=en_US&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/7zSBVzJNh18&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>One potential danger of having a centralized store like iTunes and the App Store is giving control of approval to a single company (Apple), as seen in the DJ apps. The other is that such a storefront will simply not be categorized in a way that allows people to discover apps successfully.</p>
<p>Apple has been roundly praised for creating a store that encourages people to consume apps. Now, some developers want Apple to tweak their categorization to allow some of the most creative applications to stay in the forefront. Over the summer, Jokton Strealy, maker of the excellent <a href="http://e2d.org/songvoo/">songvoo music collection management tool</a>, issued a call to fellow developers to try to get better categorization from Cupertino.</p>
<p>Side note: songvoo is just the sort of app that critics of the App Store might assume would be impossible. It replaces the existing playback functionality of the iPod and iPhone, the sort of replacement app that has sometimes earned rejection from Apple. Evidently, if an application is differentiated enough, it <em>can</em> clear Apple’s approval hurdles. (On the other hand, inconsistent policy and overzealous restrictions are at the center of some of those criticisms.)</p>
<p>But Strealy has no complaints about the App Store itself or the approval process. He just wants a more intelligently-organized store. Here’s his open letter from the summer, which has since earned a lot of support from fellow developers:</p>
<blockquote><p>Recently, the Music section of the App store has gotten very busy with a new type of app &#8212; let’s call them Artist Apps or Fan Apps. Some of these Apps are great resources for fans and artists reaching out to their fans and potential fans, and some don&#8217;t live up to their potential.</p>
<p>However, they are joining a category that previously moved a lot slower, as the apps that had been populating this category were apps with a lot of development put into them and therefore sold at a higher tier usually- but were released at a slower pace. A look at the top 100 paid music apps illustrates this nicely.</p>
<p>Customers perusing the music section to catch that next great sound generating tool (for example), could check in on the new releases section perhaps once a week or even once a month and have the opportunity to check out all the great new apps that had been released, without worrying that one was missed.</p>
<p>Now however, these newer Artist apps have flooded this category, and great apps are getting lost in the shuffle. On one day last week, there were 21 pages of Artist or Fan apps, with a few &quot;other&quot; apps strewn in the mix here and there, very hard to pick out of the jumble.</p>
<p>I understand that this may be happening in other categories for other reasons, but I only concentrate on the Music section since I am a music producer and music App writer.</p>
<p>I propose that we all get together to come up with some suggested sub-category names for the music category. I will start the list off and hopefully some of you will chime in and give suggestions for other categories or add more definition to a sub-category that is already here.</p>
<p>Once enough input is received, I will compile it into one bug report for Apple. i will then post the bug# for everyone to include with any correspondence with Apple on this issue.</p>
<p>New sub-categories for the Music section of the App store.</p>
<p>Music Creation:     <br />Synthesizers, drum machines, sound generators, scoring and notation, sequencers, DJ apps, recorders (multi track)</p>
<p>Music Utilities:     <br />Lyrics apps, iPod interfaces, visualizers, iPod controllers, song recognizers, concert finders</p>
<p>Learning:     <br />Metronomes, guitar and voice tuners, music slow downers, guitar tutors, chord apps,</p>
<p>Artist Apps/Fan Apps:     <br />iLike apps, Deadmau5 app, PVD App, Underworld App, NIN, etc.</p>
<p>Radio Tuners:     <br />AOL Radio, Pandora, Last.fm, individual radio stations</p>
<p>Please visit the Apple iPhone developer forums and voice your opinion/support!     <br /><a href="https://devforums.apple.com/message/107989#107989">https://devforums.apple.com/message/107989#107989</a></p>
<p>Sincerely,     <br />Jokton Strealy., President      <br /><a href="Elements2Dance.com">Elements2Dance.com</a></p>
</blockquote>
<p>If nothing else, the explosion of development for iPhone and iPod touch is prompting some lively discussions about just what development should look like. A lot of what you hear is praise for the Apple model, but I expect some of the criticism of it – even down to minor details – could be productive, as well. I’ll certainly be watching the development of both of these issues, and we’ll see if Apple responds or not.</p>
<p><strong>Updated:</strong> Jokton notes an additional change to the way apps are listed.</p>
<blockquote><p>As for my original issue with categories and release dates, there has been a new development. Apple recently stopped listing &#8220;updates&#8221; in the &#8220;release date&#8221; listing of each category. Now the only way to get a listing there (which generates sales) is release a new app (1.0). Before that, devs were releasing constant updates to an app to keep it &#8220;on the radar&#8221; on the app store, even if the update were a simple as correcting a spelling error or perhaps even faking issues to correct. That in itself created a lot of &#8220;update spam&#8221;.  Many developers are up in arms about these new changes because previously this was the only way to get your app seen by the masses. There has been no official word from Apple on the issue, so it is still unclear if this is a permanent change or some kind of error in the system. If this change is indeed permanent, then the argument for more subcategories is even more important now.</p></blockquote>
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		<title>Does Music Creation Needs Its Own iPhone App Category?</title>
		<link>http://createdigitalmusic.com/2009/08/does-music-creation-needs-its-own-iphone-app-category/</link>
		<comments>http://createdigitalmusic.com/2009/08/does-music-creation-needs-its-own-iphone-app-category/#comments</comments>
		<pubDate>Mon, 17 Aug 2009 17:37:02 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[One of the many unique synths that have been cropping up on Apple&#8217;s mobile devices, (CC) Beanbag Amerika. Rounding up my catch-up-on-iPod/iPhone-stories, here&#8217;s one from the developer perspective &#8211; one that could face music creation developers on the entire platform. The Apple iTunes App Store now faces the risk of becoming a victim of its &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/08/does-music-creation-needs-its-own-iphone-app-category/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/bean/3602991753/"><img src="http://farm3.static.flickr.com/2438/3602991753_8341f3f2a9.jpg"></a></p>
<div class="imgcaption">One of the many unique synths that have been cropping up on Apple&#8217;s mobile devices, (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/bean/">Beanbag Amerika</a>.</div>
<p><em>Rounding up my catch-up-on-iPod/iPhone-stories, here&#8217;s one from the developer perspective &#8211; one that could face music creation developers on the entire platform.</em></p>
<p>The Apple iTunes App Store now faces the risk of becoming a victim of its own success. Music applications could be a big part of that, without some adjustments on Apple&#8217;s part. The problem is this: incoming music &#8220;fan&#8221; apps could flood out the music production apps that had enriched the mobile software platform since its debut. I think the need could be really urgent. Consider that part of the appeal of Apple&#8217;s mobile platform &#8211; yes, even in stark contrast to the Google Android on which I&#8217;ve been developing myself &#8211; is its spectacular real-time audio tools. Combine that with a disproportionately large number of Mac-using musicians, lots of ingenious apps build on Apple&#8217;s Core Audio platform, and we&#8217;ve seen a mobile platform with an extraordinary number of tools for music creation.</p>
<p>The problem now is that that unique set of powerful apps could get overwhelmed by essentially unrelated &#8220;music&#8221; apps. A developer who has asked to remain anonymous is already campaigning for a change. He does a good job of explaining the issue, and what might need to happen to fix it. If you&#8217;re a developer, you can add your support and feedback to the idea.</p>
<p>Here&#8217;s the full explanation:<span id="more-7006"></span></p>
<blockquote><p>Hi Peter,<br />
I am writing you with this email I have been sending other developers on the Apple App Store. Although you probably cannot go visit the apple developer connection website because you dont have a membership, I thought you should be informed about the discussion brewing there. Here it is:</p>
<p>Recently the Music section of the App store has gotten very busy with a new type of app, lets call them Artist Apps or Fan Apps. Some of these Apps are great resources for fans and artists reaching out to their fans and potential fans, and some don&#8217;t live up to their potential.</p>
<p>However, they are joining a category that previously moved a lot slower, as the apps that had been populating this category were apps with a lot of development put into them and therefore sold at a higher tier usually- but were released at a slower pace. A look at the top 100 paid music apps illustrates this nicely.</p>
<p>Customers perusing the music section to catch that next great sound generating tool (for example), could check in on the new releases section perhaps once a week or even once a month and have the opportunity to check out all the great new apps that had been released, without worrying that one was missed.</p>
<p>Now however, these newer Artist apps have flooded this category, and great apps are getting lost in the shuffle. On one day last week, there were 21 pages of Artist or Fan apps, with a few &#8220;other&#8221; apps strewn in the mix here and there, very hard to pick out of the jumble.</p>
<p>I understand that this may be happening in other categories for other reasons, but I only concentrate on the Music section since I am a music producer and music App writer.</p>
<p>I propose that we all get together to come up with some suggested sub-category names for the music category. I will start the list off and hopefully some of you will chime in and give suggestions for other categories or add more definition to a sub-category that is alredy here.</p>
<p>Once enough input is received, I will compile it into one bug report for Apple. i will then post the bug# for everyone to include with any correspondance with Apple on this issue.</p>
<p>New sub-categories for the Music section of the App store.</p>
<p>Music Creation:<br />
Synthesizers, drum machines, sound generators, scoring and notation, sequencers, DJ apps, recorders (multi track)</p>
<p>Music Utilities:<br />
Lyrics apps, iPod interfaces, visualizers, iPod controllers, song recognizers, concert finders,</p>
<p>Learning:<br />
Metronomes, guitar and voice tuners, music slow downers, guitar tutors, chord apps,</p>
<p>Artist Apps/Fan Apps:<br />
iLike apps, Deadmou5 app, PVD App, Underworld App, NIN, etc.</p>
<p>Radio Tuners:</p>
<p>AOL Radio, Pandora, Last.fm, individual radio stations</p>
<p>Please visit the Apple iPhone developer forums and voice your opinion/support!</p>
<p><a href="https://devforums.apple.com/message/107989#107989">https://devforums.apple.com/message/107989#107989</a></p></blockquote>
<p>Definitely voice your thoughts to Apple, but I&#8217;d love to hear what you think here on CDM, too (especially since I know some folks at Apple do read this site).</p>
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