REAPER v3: From MIDI to Automation to Guitar Hero Control, the Alt DAW Improves

Welcome to the alt-DAW scene. Last week, not only did Renoise continue its rebirth of the forgotten “tracker” genre of music making software with ReWire support, but we saw a big new version of REAPER, the beloved lightweight audio production tool from the original creator of Winamp.

What makes an “alt DAW”, or “indie” production software? To me, it’s:

  • small development teams of a few people
  • tightly-integrated communities directly involved in feature requests
  • trusting users instead of adding significant DRM, returning to the traditional “shareware” business model of old
  • affordable pricing

That’s not to take away from some of the bigger players – I was struck this week with the (unsurprising) ubiquity of Ableton Live at MUTEK; it’s a real testament to what they have accomplished. But choice is essential, and looking at the history of music technology, it’s in the periods of real choice that the most interesting things have happened. It makes everything better when developers really have to compete.

Cockos REAPER has spread almost virally as an underground DAW, partly because you can download the thing and get started with without any restrictions, then buy it for as little as US$60 for personal use.

http://www.reaper.fm/index.php

It’s not just for Windows people any more, either – the Mac version is now officially supported. You can run on Windows 7 or Windows 2000 or even 98 (with limited support). You can run on 10.4 Macs, or even PowerPC (though Intel is recommended). You can even run on Linux with official WINE support, though I’d still like to see a native Linux version, especially as Linux on netbooks is getting so lovely.

Version 3.0 came out this week. There are a huge number of improvements:

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VisualVox Polyphonic Tone Manipulation: The Indie, EUR25 Celemony?

Sonic scientist Peter Neubäcker of Melodyne has been wowing Internet audiences for some time with the automagical powers of the company’s Direct Note Access (DNA). The vision: manipulate individual pitches as easily as MIDI notes, even in polyphonic passages of a single instrument. At NAMM last month, the company showed the first product, Melodyne editor, due to ship in the spring for US/EUR 349.

There’s just one little catch: a solo developer has beaten them to the punch, at least prior to them shipping their DNA flagship editor tool. And if you want it right now, it’s yours for 25 Euros. (The final version will cost 99 Euros.)

Jonathan Schmid-Burgk, sole developer and a student at Harvard, announces:

The time has come to announce the release of the world’s first published polyphonic tone manipulation software. The dream of musicians to isolate single notes out of chords and so to manipulate most forms of recorded audio has come true on the 20th of January 2009.

Shell out EUR25, and you get a Mac VST plug-in that can manipulate audio easily. With monophonic audio, you can create polyphonic harmonizations. You can isolate and manipulate individual harmonics – meaning not only can you do pitch manipulations, but presumably sound design, as well. You can change individual notes or chords in recorded audio, to fix mistakes or (more interesting) actively recompose audio.

I feel about this the same way I do about Celemony: this gets really interesting when you use it for sound design. For some inspiration, skip this post and head straight for the sound samples on the site:

VisualVox polyphonic 0.9 [improvisator.de]

Via the awesome rekkerd.org

Also check out his Harmony Improvisator which creatively generates harmonies from MIDI input – an interesting thing to mess around with even for those of us who know / have taught (ahem) classical harmonic theory

Now, VisualVox Polyphonic isn’t without some catches, as you’d expect from the solo-student cheap alternative:

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Toward the Hackable iPod: BUG Labs, Now Wired for Sound

It’s looking like 2009 is set to be a great year for open source and hardware hacking. Likely lost in a lot of the CES news, BUG Labs, makers of open source, Linux-based hardware you can snap together like Lego bricks, now has a range of new modules. Most interesting to readers here: there’s an audio module, with input, output, a speaker, and even the possibility of basic onboard DSP. Combined with the other modules – GPS positioning, accelerometer/proximity sensor, physical computing-style inputs and outputs for sensors and robotics and switches and things, a touchscreen, a Linux-powered computer, a camera with stills and video, cell phone SIM – this could lead to some interesting projects. It’s certainly got competition from conventional computers and new Linux-powered devices like the Android platform, but then, that just makes for a healthier range of choices for designing your own mashed-up, hacked-up hardware of the future.

More details on the new modules on Create Digital Motion, where I’m especially excited that a new module added to the lineup is a tiny, tiny projector:

Bug Labs Open Source Linux Hardware Gets a Pico-Projector Module, More

And since I have a dev unit to work with, including the audio module, I’ll get to coding and report back later this month and next. It’s a little tricky – the development environment is gorgeous, but it’s a lot easier to do simple Web-style apps than it is tougher jobs like audio – but stay tuned. And if you’re in New York and interested, I think there will be some informal hacking get-togethers at Bug Labs and with local audio brain trust Harvestworks.

And yes, this means you can imagine an iPod-style music player that’s a lot more interesting than the off-the-shelf one, at least to us supernerds.

Update: Phil Torrone, whose work with gadgets made me a fan before MAKE even existed, is of course all over this. I love his idea of an “alt.CES” alternative to the mass-manufactured gadget party. And he’s already thinking about location-based music players:

This is really cool news, I can finally re-make my location based MP3 player again, the first one was made in 2002 using Macromedia Flash, GPS and Pocket PC, yikes. The way is works… you put in a playlist based on location, so maybe you’ll hear "Eye of the tiger" when it known you’re jogging up that HUGE hill, or maybe your MP3 player only plays bands in the town you happen to be in…

Welcome to Alternative CES — "alt.CES" – BUGLab modules [Make:blog]

Audio, Music Gems from the Upcoming Game Developer Conference

Music for mashing buttons to. Photo (CC) Jon Jordan, Pocket Gamer.

Perhaps it’s a sign of the times that, as far as the conference calendar for 2009 goes, some of the most interesting discussions about audio, composition, and technology are happening at a game developer conference.

The terrific GameSetWatch “alt.video game” blog has a nice overview of the goodies at GDC in March for audio lovers:

Previewing GDC 2009: Inside The Audio Track [GameSetWatch]

But even that doesn’t cover all the goodness. Check out the full Audio Track schedule:

Audio Track, GDC @cmpevents.com

I imagine for someone looking to get started or develop in game audio and music, there’s tons of value here, especially if you’re near San Francisco in the spring. Here are some highlights for me – and a general critique of why really experimental, bleeding-edge tech seems to be sidelined.

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MOTU Traveler Mk3: More I/O, Features Hit Mobile FireWire Audio Interface

Let’s start with the important bit: the Traveler really is a mobile interface. It weighs under four pounds and fits into a backpack; it’s actually a little lighter and more compact than a typical 15” laptop. Now, if your input and output needs are limited (a mic in, headphone out, and stereo out do suit a lot of folks just fine), your options are obviously many. But the Traveler manages to be this small and pack an absurd amount of I/O and functionality into that small space.

Audio interfaces tend not to get a whole lot of updates, but MOTU has been steadily upgrading the Traveler. New in mk3:

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