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	<title>Create Digital Music &#187; audio</title>
	<atom:link href="http://createdigitalmusic.com/tag/audio/feed/" rel="self" type="application/rss+xml" />
	<link>http://createdigitalmusic.com</link>
	<description>Making music with technology</description>
	<lastBuildDate>Fri, 25 May 2012 21:05:58 +0000</lastBuildDate>
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		<title>Patch Your Own Music Creations, Free: Pd-extended Arrives, Far More Usable</title>
		<link>http://createdigitalmusic.com/2012/04/patch-your-own-music-creations-free-pd-extended-arrives-far-more-usable/</link>
		<comments>http://createdigitalmusic.com/2012/04/patch-your-own-music-creations-free-pd-extended-arrives-far-more-usable/#comments</comments>
		<pubDate>Mon, 23 Apr 2012 14:32:46 +0000</pubDate>
		<dc:creator>Hans-Christoph Steiner</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=23669</guid>
		<description><![CDATA[Pure Data is a wonder: a free and open source environment for creating your own musical and multimedia creations with graphical programming, from Miller Puckette, the original creator of Max. You can produce everything from interactive sequencers and drum machines to synths to video performance tools by connecting patch cables visually, and you can run &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/04/patch-your-own-music-creations-free-pd-extended-arrives-far-more-usable/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2012/04/bang1.jpg"><img src="http://createdigitalmusic.com/files/2012/04/bang1.jpg" alt="" title="bang" width="529" height="477" class="alignnone size-full wp-image-23677" /></a></p>
<p><em>Pure Data is a wonder: a free and open source environment for creating your own musical and multimedia creations with graphical programming, from Miller Puckette, the original creator of Max. You can produce everything from interactive sequencers and drum machines to synths to video performance tools by connecting patch cables visually, and you can run on virtually any platform, from BeagleBoards and Rasberry Pi to Mac, Windows, and Linux desktop. Via <a href="http://libpd.cc">libpd</a>, you can target other development languages and environments, embed engines in games, or work with Android and iOS. </p>
<p>What hasn&#8217;t been so wonderful, of course, is Pd&#8217;s graphical editing environment, which can be charitably described as &#8220;bare-bones.&#8221; That is, until now. Pd-extended 0.43 massively improves performance and usability of the GUI in a ground-up rewrite and new plug-in architecture, and it&#8217;s just about ready for prime time. That gives you new patching and debugging tools, many familiar to users of Pd&#8217;s proprietary cousin, Max/MSP, but which are finally available to Pd, too.</p>
<p>It&#8217;s so important, in fact, that CDM invites Hans-Christoph Steiner, one of the key developers of Pd-extended, to give us a tour of what&#8217;s new. (Note: because Pd-extended includes various additional objects or &#8220;externals&#8221; that Pd Vanilla lacks, you should be careful when building patches for libpd. What I like to do is use Pd-extended as my editing environment, then double-check patches by opening them in Vanilla to make sure I haven&#8217;t accidentally used an object that&#8217;s not part of the bare-bones version. I can then substitute an object, copy an abstraction, or if necessary build that external.) -Ed.</em><span id="more-23669"></span></p>
<p>The Pd-extended 0.43 release has been brewing an extra long time, about 18 months now, mostly because there are lots of big improvements.  We wanted to make sure we got it right, so your patches all work, but the improvements all shine, so its taken a while.  It&#8217;s now solidly beta, so we&#8217;re looking for testers. Download a beta build to try here:</p>
<p><a href="http://puredata.info/downloads/pd-extended/releases/0.43.1" target="_blank"> http://puredata.info/downloads/pd-extended/releases/0.43.1</a></p>
<p>First off, the <code>pd-gui</code> side of Pd has been rewritten from scratch.  The focus for most of the recent work has been on the editing experience, making your patching experience as productive and flexible as possible.  To give some background, Pd has always been made up of two programs: <code>pd</code> is the core engine and <code>pd-gui</code> is the GUI.  Since basically all computers now come with multiple CPU cores, this means that <code>pd-gui</code> will usually run on a separate CPU core than <code>pd</code>, so they don&#8217;t step on each other&#8217;s toes.  <code>pd</code> can entirely take over its own core.  If you want to make your patch use more CPU cores, then check out the <code>[pd~]</code> object introduced in the last release, but fine-tuned in this one.</p>
<p>There are so many ideas for making a better editing experience in Pd; this release makes big strides to address the editing experience.  There are new features like Magic Glass, Autotips, Autopatch and Perf Mode, all available on the Edit menu.  </p>
<p><a href="http://createdigitalmusic.com/files/2012/04/newfeatures-1.jpg"><img src="http://createdigitalmusic.com/files/2012/04/newfeatures-1.jpg" alt="" title="newfeatures-1" width="522" height="374" class="alignnone size-full wp-image-23679" /></a></p>
<div class="imgcaption">Awesome new Pd features: now in Pd-extended, on the Edit menu. Messy patch: Peter&#8217;s. (Hint: yours may look better.)</div>
<ul>
<li>Magic Glass lets you magically see the messages as they pass through the cords.  Just turn it on and hover above a cord, and you&#8217;ll see the messages as they go by.  You can even look at signal/audio cords.</li>
<li>Autotips gives you tips about what an object does, what its inlet expects, and what comes out of the outlets.</li>
<li>Autopatch mode automatically connects objects as you create them.  </li>
<li>Perf Mode, is a mode for performance that makes it harder to accidentally close windows that are part of your performance.</li>
</ul>
<p><a href="http://createdigitalmusic.com/files/2012/04/tips-1.jpg"><img src="http://createdigitalmusic.com/files/2012/04/tips-1.jpg" alt="" title="tips-1" width="451" height="318" class="alignnone size-full wp-image-23680" /></a></p>
<h3>A whole new Pd Window</h3>
<p>The Pd Window is also majorly overhauled.  First of all, it&#8217;s fast.  Much much faster than the old one.  You can now print thousands of messages per second to the Pd Window and still edit your patch.  No more will an accidental dump of info cause the GUI to freeze up (well, okay, maybe if you send 10,000 messages/second, but that is way too many).  There are also five levels of printing messages to the Pd Window: <em>fatal</em>, <em>error</em>, <em>normal</em>, <em>debug</em>, <em>all</em>. If you are only interested in fatal errors, switch the Pd Window to <strong>0 &#8211; fatal</strong>, and you&#8217;ll only see the worst problems.  You want to see every single message to debug?  Switch to <strong>4 &#8211; all</strong>, and you&#8217;ll drink from the firehose.</p>
<p>There is also the new <strong>log</strong> library, which lets you easily send messages for those different levels.  And all messages logged with the objects from the <strong>log</strong> library are clickable: when you Ctrl-Click or Cmd-click (Mac OS X) on the line in the Pd Window, it&#8217;ll pop up the patch where the message came from, and highlight the specific object that printed it.  That even works for many messages from other objects, as well.</p>
<p>The Pd Window also includes very basic level meters for monitoring the input and output levels.  And for those who want to play with the GUI in realtime, you can type Tcl code in the Tcl entry field, and directly modify and probe the running GUI. </p>
<h3>Customize the GUI with Plugins</h3>
<p>One thing that you can do now is customize the GUI using <a href="http://puredata.info/docs/guiplugins" target="_blank">GUI plugins</a>.  You can change all sorts of colors, some fonts, and many behaviors.  Want to create a new object when you triple-click?  Try the <a href="http://puredata.info/docs/guiplugins/SimpleExamples/" target="_blank">tripleclick example plugin</a>  Want to make the patch cords disappear when you leave Edit Mode? Check out the &#8220;<a href="http://puredata.info/docs/guiplugins/SimpleExamples/" target="_blank">only show cords in edit mode</a>&#8221; example.  Those are the simple ones.  There is also <a href="http://puredata.info/community/projects/software/completion-plugin">Tab Completion</a>, a search engine for the docs, a category browser for the right-click menu, a <a href="http://puredata.info/downloads/buttonbar">buttonbar</a> for creating objects, and more.</p>
<p>You can find many GUI plugins in the <a href="http://puredata.info/downloads/by-category/guiplugin" target="_blank">new section of the downloads page</a> as well as <a href="http://puredata.info/docs/guiplugins" target="_blank">documentation for making your own</a>.  (What kind of GUI plugin will you write?)</p>
<h3>Write Pd objects in more languages</h3>
<p>Traditionally, Pd objects are written in Pd (abstractions), C and some in C++.  This new release includes two &#8220;loaders&#8221;, Lua and Tcl, which allow you to write regular Pd objects in either Lua or Tcl.  Pd is not the best for processing strings, so if you need to do that, you can now easily use Lua or Tcl, both very easy scripting languages for working with strings.  Lua is often used for OpenGL work, so you can also run Lua objects to work in conjunction with Gem.  Also, the Tcl loader lets you write GUI objects in pure Tcl, no C needed.</p>
<h3>Multi-processing, Pd-style!</h3>
<p>The [pd~] object now works out of box.  In case you missed the introduction of the [pd~] object in the last release, we&#8217;ll introduce you now.  [pd~] is Pd itself incapsulated into an object.  You can run any patch inside that instance of Pd, the difference is that the Pd in the [pd~] object runs in a totally separate process.  So if your computer has multiple CPU cores, which basically all computers do these days, then the Pd process inside the [pd~] object will run on a separate core.  This means you can have a heavy Pd patch spread across multiple cores or CPUs.  Or for people who work with video and audio together, you  can have one instance for video running at a normal priority, then another instance for audio running at a high priority to make sure there aren&#8217;t clicks in the audio caused by heavy video processing.</p>
<h3>Autotips, generated from help patches</h3>
<p>This release also provides a new &#8220;autotips&#8221; feature to provide instant information about objects and their inlets and outlets.  It is one of the first new developments to showcase all of the meta data that is now included in all of the help patches. (Check out the [pd META] subpatches.)  When you hover above an inlet or the object itself in Edit Mode, you&#8217;ll see a short text description pop up on the lower left corner. But, of course, using a GUI plugin, you could customize how they are displayed to make it how you want to see it. If you want to add autotips to your object, then just add a [pd META] subpatch to your objects&#8217; help patches, and fill out the description, etc.  Voila!  They&#8217;ll have instant information. </p>
<h3>What&#8217;s next?</h3>
<p>The core <code>pd</code> process still handles a lot of the GUI stuff, but we are working on splitting that out for the 0.44 release.  That is a big chunk of work, but it will also bring big gains.  In particular, it means that it will be possible for people to write their own GUIs for Pd, covering not just the display of the patch, but also the editing, and everything else.  You like OpenFrameworks, Python, iOS, JUCE, Qt, etc.? Write your own  <code>pd-gui</code> using the toolkit of your choice. That&#8217;s the idea at least.  That will take a solid chunk of work, so we are looking for people to join that effort.</p>
<p><strong>Try it yourself:</strong></p>
<p><a href="http://puredata.info/downloads/pd-extended/releases/0.43.1">http://puredata.info/downloads/pd-extended/releases/0.43.1</a><br />
<a href="http://puredata.info/downloads/pd-extended">http://puredata.info/downloads/pd-extended</a></p>
<p><strong>Where to learn Pd:</strong></p>
<p><a href="http://puredata.info/docs/ResourcesToStartLearning/">Resources to start learning</a></p>
<p><em>-Hans-Christoph Steiner for CDM</em></p>
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		<slash:comments>22</slash:comments>
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		<title>Messe Oddities: Pioneer Steelz Audio Type T Automates Dance Battles</title>
		<link>http://createdigitalmusic.com/2012/03/messe-oddities-pioneer-steelz-audio-type-t-automates-dance-battles/</link>
		<comments>http://createdigitalmusic.com/2012/03/messe-oddities-pioneer-steelz-audio-type-t-automates-dance-battles/#comments</comments>
		<pubDate>Fri, 23 Mar 2012 17:49:42 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=23215</guid>
		<description><![CDATA[I&#8217;m immediately attracted to things I can&#8217;t identify, so here&#8217;s one of the less expected bits of hardware from the Frankfurt Musikmesse show&#8217;s digital audio 5.1 hall. (That&#8217;s the hall&#8217;s actual number &#8211; surround sound similarity is coincidental.) Someone at Pioneer worked out how to combine the timer used in chess, the boombox, some DJ &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/03/messe-oddities-pioneer-steelz-audio-type-t-automates-dance-battles/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmotion.com/files/2012/03/typet.jpg"><img src="http://createdigitalmotion.com/files/2012/03/typet-640x480.jpg" alt="" title="typet" width="640" height="480" class="alignnone size-large wp-image-9034" /></a></p>
<div class="imgcaption">I&#8217;m immediately attracted to things I can&#8217;t identify, so here&#8217;s one of the less expected bits of hardware from the Frankfurt Musikmesse show&#8217;s digital audio 5.1 hall. (That&#8217;s the hall&#8217;s actual number &#8211; surround sound similarity is coincidental.)</div>
<p>Someone at Pioneer worked out how to combine the timer used in chess, the boombox, some DJ effects, and dance battles, and the result is this: the STEELZ AUDIO Type T, evidently new and under glass at Musikmesse in Frankfurt this week.</p>
<p>I think it deserves special mention for its sheer oddness. (And hey, maybe this is a product for someone somewhere!) One of the great things about it: it displays all sorts of little animations. </p>
<p>I would not normally copy and paste, but:</p>
<blockquote><p>Auto Battle Mode*<br />
STEEZ AUDIO incorporates &#8220;Auto Battle Mode&#8221; &#8211; Pioneer’s unique technology which makes it easy for dancers to battle anytime, anywhere. Simply set match-up (playing) time or music genre, and the mode automatically selects and edits tunes for dance battles. Select &#8220;Circle&#8221; for multi-dancer match-ups or &#8220;Normal&#8221; for one-on-one, two-on-two and team dance battles. STEEZ AUDIO covers what a DJ/timekeeper would normally do, and allows you to smoothly switch music for battle by cutting in on and echoing tunes. It even prompts you with your choice of voice or tone call signal, 10 seconds before a change of dancer in a battle is required.</p></blockquote>
<p>It is nothing if not a clever idea. It also demonstrates you can imagine products that use music technology that aren&#8217;t conventional music products. Tempo control from Pioneer&#8217;s DJ line, for instance, is intended to aid practice, along with beat detection, skipping and cueing, and automatic mix. Companion software pre-analyzes your files.</p>
<p>This may be the first and last time CDM mentions a car stereo product from anyone, so have at it:<br />
<a href="http://www.pioneer.com.sg/storefront4/ProductDetail/default.asp?ProductId=1191&#038;CatId=208">STEEZ AUDIO Type S</a></p>
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		<title>Pd, Everywhere: Free libpd Gets a New Site, New Book on Making Mobile Music Apps</title>
		<link>http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/</link>
		<comments>http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/#comments</comments>
		<pubDate>Thu, 08 Mar 2012 18:41:57 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22986</guid>
		<description><![CDATA[Pure Data (Pd) is already a free, convenient tool for making synths, effects, and sequencers and other musical generators. But imagine stripping away all the things that tie it to a platform &#8211; UI, specific hardware support &#8211; so it will run just about anywhere, on anything, in any context. That&#8217;s what libpd, a free, &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/03/pd-everywhere-free-libpd-gets-a-new-site-new-book-on-making-mobile-music-apps/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2012/03/libpd_site.jpg"><img src="http://createdigitalmusic.com/files/2012/03/libpd_site-640x320.jpg" alt="" title="libpd_site" width="640" height="320" class="alignnone size-large wp-image-22988" /></a></p>
<p>Pure Data (Pd) is already a free, convenient tool for making synths, effects, and sequencers and other musical generators. But imagine stripping away all the things that tie it to a platform &#8211; UI, specific hardware support &#8211; so it will run just about anywhere, on anything, in any context. </p>
<p>That&#8217;s what libpd, a free, embeddable, open source (BSD) tool for making interactive music, does. Coders can take their favorite language and their favorite platform, and just plug in the power of Pd. They don&#8217;t even have to <em>know</em> almost anything about Pd &#8211; they can let an intrepid Pd patcher create the interactive sound effects and dynamic music for their game and just drop a patch into their assets.</p>
<p>One of the most powerful applications for this is the ability to add interactive music and sound to mobile apps, on iOS and Android, without writing and testing a bunch of custom DSP code. And that has enabled the use of libpd in apps as successful as <em>Inception: The App</em>. With music by Hans Zimmer and a custom &#8220;dream&#8221; experience created by RjDj, that app racked up millions of downloads in under a couple of months, and then, far from sitting idle on the app launch screen, went on to clock in over a century of user &#8220;dreamtime.&#8221; </p>
<p>Okay, so, you&#8217;re sold. You want to see what this thing can do, and maybe try it out, and you&#8217;re wondering where to start. So, here&#8217;s some good news: there&#8217;s a new site and a new book to get you going.</p>
<p><strong>The site: libpd.cc</strong></p>
<p>libpd has a new home on the Web, both in the form of a new GitHub repository to organize all the code and docs and samples, and a site that brings together a showcase of what the apps does and points you to where to learn more. The single destination is now hosted here by CDM:</p>
<p><a href="http://libpd.cc">http://libpd.cc</a></p>
<p>I built that site, so please, if there&#8217;s anything you&#8217;d like to see or you&#8217;ve got your own work created with libpd, let me know about it.</p>
<p>Even just having selected a few key highlights of apps built with libpd, it&#8217;s impressive what people are already doing with this tool:</p>
<p><a href="http://libpd.cc/portfolio/showcase/">libpd Showcase</a></p>
<p><strong>The book, and a chat with its author</strong></p>
<p>A new book published by O&#8217;Reilly focuses on building mobile apps using libpd, for iOS and Android. (iPhone, iPod touch, Android phones and tablets, and yes, even that &#8220;new iPad&#8221; introduced yesterday are therefore all fair game.)</p>
<p>You can read a section of the book right here on CDM, for a taste of what&#8217;s in store:<br />
<a href="http://createdigitalmusic.com/2012/03/how-to-make-a-music-app-for-ios-free-with-libpd-exclusive-book-excerpt/">How to Make a Music App for iOS, Free, with libpd: Exclusive Book Excerpt</a><span id="more-22986"></span></p>
<p>It&#8217;s an exceptional, comprehensive look at development using libpd, covering iOS and Android, but also a complete look at the libpd API and how to use it. For Pd patchers just getting started with iOS and Android, it includes all of the basics of how to use libpd in your mobile development environment. For mobile developers new to Pd and patching, it makes clear how you&#8217;d communicate with Pd, so you can either dive into Pd yourself or properly interface with patches made by musicians, composers, and sound designers with whom you may be collaborating. It&#8217;s an ideal title for anyone interested in taking a game and giving it a more dynamic soundtrack &#8211; in sound effects, music or both &#8211; or for people building mobile musical instruments and effects, sonic toys, interactive albums, or, really, anything at all that involves sound or music. Since it walks you through the entire development experience, you can sit down with it in the course of a few evenings, and get a complete picture of how to integrate Pd with your development workflow.</p>
<p>Dr. Peter Brinkmann, the principal developer of libpd, is the author of the title. I asked Peter to explain a little bit about the book, who it&#8217;s for (hint: you!), and what&#8217;s in it (hint: stuff you want to read!) &#8230;</p>
<p><a href="http://createdigitalmusic.com/files/2012/03/libpdbookcover.jpg"><img src="http://createdigitalmusic.com/files/2012/03/libpdbookcover.jpg" alt="" title="libpdbookcover" width="487" height="640" class="alignnone size-full wp-image-22991" /></a></p>
<p><strong>CDM: How did this book come about? And the book process really helped drive improvements to libpd, too?</strong></p>
<p>Peter B.: Shawn Wallace, an editor at O&#8217;Reilly, contacted me last summer and asked whether I would be interested in writing a short book on libpd. I was interested, and so I talked to my [Google] manager (&#8220;No conflict &#8212; we all have time-consuming hobbies!&#8221;) as well as a couple of colleagues who had written books for O&#8217;Reilly.  They made a token attempt to dissuade me, but it was clear that they had enjoyed writing their books, and they seemed quite proud of the result, too.</p>
<p>Once I had made up my mind to write a book, the next question was whether to self-publish or go with O&#8217;Reilly.  Self-publishing is a viable option these days, but then I decided that I really wanted an animal on the cover.  Besides, I had never written a book before, and having the support of O&#8217;Reilly&#8217;s editorial staff made the prospect seem less daunting.</p>
<p>The first draft was done in mid-November, but at that time it was basically science fiction because it presented libpd the way I wanted it to be, not the way it was at the time.</p>
<p>So, after the bulk of the writing was done, libpd needed to be revised so that it would actually be in agreement with the book.  In particular, Rich Eakin and I rewrote the iOS components for better performance and usability.  That delayed the book by a month or so, which turned out to be a great stroke of luck because that was when I discovered that Xcode 4.2 had changed the entire development model by introducing automatic reference counting, instantly rendering existing<br />
texts obsolete.  That included my chapter on iOS, and so I had to sit down and rewrite it.</p>
<p>After that, the rest happened rather quickly &#8212; getting reviews, revising the draft, going through the production process.  O&#8217;Reilly&#8217;s toolchain is remarkably efficient, using asciidoc and docbook in a Subversion repository.  The editorial staff is great, too.  I&#8217;m amazed to see how quickly it all came together.</p>
<p><strong>How did you approach writing the book?</strong></p>
<p>For the first draft, I just imagined that I was teaching a class on libpd.  When you&#8217;re lecturing in front of an audience, you don&#8217;t have time to polish every sentence; you just have to talk and maintain some sense of momentum.  That approach helps a lot when facing a blank page.  After that, it&#8217;s many, many rounds of revisions to eliminate weak or redundant sentences.</p>
<p>For the sample code, I picked one project that uses all major components of libpd.  That provided a natural progression from idea to completion, while touching on all important points in their proper context.  I&#8217;m basically providing running commentary on my thought process when making an app, including common mistakes and pitfalls. Like this, readers will know how to recognize and work around most problems.</p>
<p>Another trick is to write more than necessary.  The first draft contained a lot of gratuitous editorializing.  Those parts were never meant to make it into the finished text, but they were fun to write and they kept me going when I wasn&#8217;t quite sure what to write next.</p>
<p><strong>Who it&#8217;s for?</strong></p>
<p>The book explains how to patch for libpd, and how to write apps with libpd, with special emphasis on the interface between Pd patches and application code.  It&#8217;s for mobile developers who want to add real-time audio synthesis to their projects, as well as sound designers who want to deploy their work on mobile devices.  It&#8217;s light on prerequisites; if you know how to write a basic app for Android or iOS, you&#8217;re ready to read the book.</p>
<p><em>Ed.: I&#8217;d add to that, given that there are such great tutorials on app development for Android and iOS &#8211; even many of them free, including some very worthwhile documentation from Google and Apple &#8212; if you&#8217;ve messed with Pd, you should give the book a try. And if you haven&#8217;t messed with Pd, this could be a great excuse. This book won&#8217;t teach you Pd, but it&#8217;ll make very clear how to glue everything together. -PK</em></p>
<p><strong>Why does a book like this matter? What do you hope will come out of it?</strong></p>
<p>I hope that the book will help popularize real-time procedural audio, in games and other apps.  I&#8217;m thrilled to see all the projects that use libpd, and I hope that the book will help people create even more awesomeness of this kind.  One thing I only fully realized when writing the book is that libpd lets developers use DSP code like a media file: An audio developer creates a Pd patch, and the app developer just drops it into the resources of the app and loads and<br />
triggers it as needed.  I guess this was implicit in a blog post I wrote on workflow and prototyping a year ago, but I think the DSP-as-media angle is even more powerful.  I hope that the book will bring this out.</p>
<p>The book project has already improved libpd.  Whenever I faced the choice between fixing an awkward bit of code or explaining the awkwardness in the book, I chose to fix the code.  That took care of all the little things that were sort of bothering me but didn&#8217;t seem significant enough to spend time on.  It also gave us a deadline for a number of related things that we wanted to do, such as migrating to GitHub and launching the new website, libpd.cc. <em>Ed.: Cough. Yes, glad that gave me that deadline &#8211; and thanks to Peter B. for the extra push! -PK</em></p>
<p><strong>Congrats to Peter on his first animal-on-a-cover!</strong> It&#8217;s really a great book: you read it, and feel like making more new things, inventing new creations that produce sound and music. And that&#8217;s a very good thing.</p>
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		<title>Bitwig Introduces New Production+Performance Studio; Looks a Lot Like Ableton Live</title>
		<link>http://createdigitalmusic.com/2012/01/bitwig-introduces-new-productionperformance-system-looks-a-lot-like-ableton-live/</link>
		<comments>http://createdigitalmusic.com/2012/01/bitwig-introduces-new-productionperformance-system-looks-a-lot-like-ableton-live/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 17:22:47 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ableton]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[berlin]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[DAW]]></category>
		<category><![CDATA[DAWs]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[MIDI]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[previews]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[superior-german-engineering]]></category>
		<category><![CDATA[Windows]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=22177</guid>
		<description><![CDATA[For years, since the launch of Ableton Live, many have waited for a worthy rival, something that combines production and live performance for music users. Live isn&#8217;t without alternatives &#8211; Renoise, for instance, has earned some fans, though it isn&#8217;t necessarily built for live performance. But few provide the same real-time workflows. Bitwig, based in &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2012/01/bitwig-introduces-new-productionperformance-system-looks-a-lot-like-ableton-live/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe width="640" height="360" src="http://www.youtube.com/embed/7V_t8GfH-v4" frameborder="0" allowfullscreen></iframe></p>
<p>For years, since the launch of Ableton Live, many have waited for a worthy rival, something that combines production and live performance for music users. Live isn&#8217;t without alternatives &#8211; Renoise, for instance, has earned some fans, though it isn&#8217;t necessarily built for live performance. But few provide the same real-time workflows.</p>
<p>Bitwig, based in Berlin as is Ableton and featuring some Abletronic veterans, today took the wraps off its own Bitwig Studio. The good news is, it&#8217;s looking as though it might shape up to be a viable tool for DJing, performing, and making music. The bad news is, in a market already crowded with lots of similar tools vying for your attention, the first release will look more familiar than radical. That is, it looks and works a whole lot like Live. There&#8217;s an Arranger view, a clip launching view with scenes, a tray on the bottom with effects and instruments (they&#8217;re even called Devices, like in Live). The screen layout, and even specific interface widgets and channel strip arrangements are all straight out of Live. </p>
<p>It&#8217;s not just a little like Ableton Live, either &#8211; it&#8217;s in some cases a direct clone. Nested drum machine Devices, for instance, work in a way that I&#8217;ve never seen out of Ableton Live. A channel strip similarity or two is almost inevitable; here, though, lots of little details add up to something that feels like Ableton, but didn&#8217;t come from Ableton.</p>
<p>What that means to you may depend on what you want: whether you just want an improved Ableton alternative that works like Live, or whether you want something more fundamentally different from Live as an alternative.</p>
<p>If you want &#8220;Ableton Plus,&#8221; Bitwig does take on features Ableton is missing. For instance:</p>
<p>1. <strong>Linux support.</strong> In fact, right out of the gate, this could quickly be the answer for Linux users waiting for something they could use without booting to Mac or Windows.<br />
2. <strong>Proper multiple document support.</strong> You can share content between projects in Ableton, but here you can actually open and freely exchange media with multiple files at once.<br />
3. <strong>Mix audio and MIDI on the same track.</strong> Tracks are content-agnostic.<br />
4. <strong>Per-note automation</strong>, with the mixed MIDI and audio, promises more detail-oriented editing.<span id="more-22177"></span></p>
<p>Those are three significant breakthroughs. And it looks like there are lots of tweaks and improvements throughout the tool, many of which I&#8217;m sure we&#8217;ll hear about as people begin testing the beta. (One nice example: a vertical pane lets you view arrange and clip launching views simultaneously.) <strong>Multi-monitor</strong> support, while present in many tools, is sorely lacking in Live but available here. Plus, as some readers note, you do get 64-bit support, though that seems an advantage over Ableton that won&#8217;t last long.</p>
<p>The challenge is, as a new entrant to the market, your first obstacle is telling a story about what you are. And here, there seems a missed opportunity to make a first impression as something truly different, rather than something &#8220;similar, but better.&#8221; Ableton Live 1.0 when it was released was a significant departure from what had been seen before. So, too, were the first trackers, the first audio+MIDI DAWs, and the first graphical sequencers. Bitwig Studio isn&#8217;t that kind of breakthrough &#8211; not yet.</p>
<p>Not that being different is easy, or even always desirable. Amidst so many things users want, and so many expectations they have about how things will work, it&#8217;s tough to do something genuinely new without simply confusing everyone and driving them away. But it has happened &#8211; Ableton Live&#8217;s original release being a notable case. One question is whether you make some sacrifices to release the most significantly-different tools initially, or whether you choose to cover the basic bases to provide a workable solution from day one, and the Bitwig devs seem to have chosen the latter. </p>
<p>The most interesting features remain on the horizon. LAN multi-user jamming and multi-user production are both on the roadmap &#8211; features we&#8217;ve seen in other tools, but which have yet to catch on. And there&#8217;s an integrated modular system that lets you build your own instruments and effects with graphical patching &#8211; something seen in various forms from Buzz to Max for Live, but one that could use a fresh take in integration with the tool. </p>
<p>In the meantime, we&#8217;ll have to hear from beta users whether Bitwig is something worth a look. You can sign up now:<br />
<a href="http://bitwig.com/bitwig_studio.php">http://bitwig.com/bitwig_studio.php</a></p>
<p>We&#8217;ll be eager to hear what you think. </p>
<p>Pics:<br />
<a href="http://createdigitalmusic.com/files/2012/01/mixer-clip-launcher.png"><img src="http://createdigitalmusic.com/files/2012/01/mixer-clip-launcher-640x359.png" alt="" title="mixer-clip-launcher" width="640" height="359" class="alignnone size-large wp-image-22185" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2012/01/multitrack-recording.png"><img src="http://createdigitalmusic.com/files/2012/01/multitrack-recording-640x360.png" alt="" title="multitrack-recording" width="640" height="360" class="alignnone size-large wp-image-22186" /></a></p>
<p><a href="http://createdigitalmusic.com/files/2012/01/per-note-automations.png"><img src="http://createdigitalmusic.com/files/2012/01/per-note-automations-640x404.png" alt="" title="per-note-automations" width="640" height="404" class="alignnone size-large wp-image-22188" /></a></p>
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		<title>Rainlith: A Robotic, Responsive Rainstick, Powered by Kinect</title>
		<link>http://createdigitalmusic.com/2011/06/rainlith-a-robotic-responsive-rainstick-powered-by-kinect/</link>
		<comments>http://createdigitalmusic.com/2011/06/rainlith-a-robotic-responsive-rainstick-powered-by-kinect/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 04:44:11 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[arduino]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[awesomeness]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[kinect]]></category>
		<category><![CDATA[kinetic]]></category>
		<category><![CDATA[libraries]]></category>
		<category><![CDATA[max-msp]]></category>
		<category><![CDATA[patching]]></category>
		<category><![CDATA[physical-computing]]></category>
		<category><![CDATA[responsive]]></category>
		<category><![CDATA[robotics]]></category>
		<category><![CDATA[sculptural]]></category>
		<category><![CDATA[sculpture]]></category>
		<category><![CDATA[sound-art]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=19557</guid>
		<description><![CDATA[In a responsive, real-time sculpture, the simple sonic qualities of a rainstick become electronically enhanced. Rainlith, a &#8220;kinetic sound art&#8221; work by Rui Gato, makes the rainstick itself robotic, its sounds transformed in space in a way that is itself sculptural. Responding to movement in the space using Microsoft&#8217;s Kinect, the apparatus is a geektastic &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/06/rainlith-a-robotic-responsive-rainstick-powered-by-kinect/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/25165614?title=0&amp;byline=0&amp;portrait=0" width="640" height="360" frameborder="0"></iframe></p>
<p>In a responsive, real-time sculpture, the simple sonic qualities of a rainstick become electronically enhanced. Rainlith, a &#8220;kinetic sound art&#8221; work by Rui Gato, makes the rainstick itself robotic, its sounds transformed in space in a way that is itself sculptural. Responding to movement in the space using Microsoft&#8217;s Kinect, the apparatus is a geektastic brew of just about every tool you could imagine involved in this sort of construction.</p>
<p>The artist shares full details, reproduced here in both English and Portugese &#8211; and Rui, thanks for sending this in:<span id="more-19557"></span></p>
<blockquote><p>Rainlith 2 &#8211; Kinectic sound art piece. </p>
<p>On Rainlith, the primitive naturally granular sound of a big rainstick gets explored in real-time by cyber-age sound manipulation tools.<br />
It&#8217;s an interactive piece in witch the movement of the audience&#8217;s body activates an electric motor, making a reflex movement on the structure that embraces the instrument.<br />
The sound of the rainstick is captured and processed in realtime, and sent 24 meters above, filling the empty space of a old industrial cereal container. The reverberated acoustic mix is then received back by the audience in the spot right below the opening of the container.</p>
<p>Na peça Rainlith o som primitivo, naturalmente granular, de um pau de chuva é explorado por ferramentas modernas de sound design, em tempo real.<br />
É uma peça interactiva em que o movimento do corpo do público activa um motor eléctrico, provocando um movimento reflexo na estrutura que sustenta o instrumento.<br />
O som captado em tempo real é processado e enviado 24 metros acima, enchendo o espaço de um silo de cereais industrial. A mistura acústica reverberada é absorvida pelo visitante no local imediatamente abaixo da abertura do silo.</p>
<p>hardware:</p>
<p>microsoft kinect<br />
arduino duemilanove<br />
H-bridge (hand made)<br />
24v 6A DC motor<br />
CPU<br />
zoom H4N<br />
FM emitter / receiver<br />
ion ipa3 portable speaker</p>
<p>software:</p>
<p>MAX/MSP<br />
Max for Live<br />
OSCeleton<br />
OpenNI<br />
Nite<br />
toxiclibs</p>
<p>agradecimentos especiais:</p>
<p>Nicola Henriques<br />
Susana Luiz<br />
Luís Pereira<br />
Paulo Carocinho<br />
André Sier<br />
Daniel Coimbra<br />
Ruben Santos</p></blockquote>
<p>By the way, if you&#8217;re intrigued by the potential of Kinect, be sure to read sister site <a href="http://createdigitalmotion.com">Create Digital Motion</a> for more. Just today, we have news of a new version of EyesWeb that could be relevant to musical use:<br />
<a href="http://createdigitalmotion.com/2011/06/eyesweb-powerful-computer-vision-software-for-windows-adds-kinect-support-fixes-more/">EyesWeb, Powerful Computer Vision Software for Windows, Adds Kinect Support, Fixes, More</a></p>
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		<title>Mobile Game Audio 101: A Unique Reference to Crafting Mobile Sound; CDM E-book Discount</title>
		<link>http://createdigitalmusic.com/2011/03/mobile-game-audio-101-a-unique-reference-to-crafting-mobile-sound-cdm-e-book-discount/</link>
		<comments>http://createdigitalmusic.com/2011/03/mobile-game-audio-101-a-unique-reference-to-crafting-mobile-sound-cdm-e-book-discount/#comments</comments>
		<pubDate>Mon, 28 Mar 2011 17:24:29 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[audio]]></category>
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		<category><![CDATA[ebooks]]></category>
		<category><![CDATA[game-audio]]></category>
		<category><![CDATA[gaming]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.noisepages.com/?p=17773</guid>
		<description><![CDATA[Charming, original hand-draw illustrations by Peter Jungers spice up the title. Sound and music for games is already a growing frontier for professional music careers; mobile, then, triply so. But with the expanded opportunities come unique challenges. Learning about them requires real-world experience, and short of word of mouth, that kind of knowledge is often &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/03/mobile-game-audio-101-a-unique-reference-to-crafting-mobile-sound-cdm-e-book-discount/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/03/iphonesound.jpg"><img src="http://createdigitalmusic.com/files/2011/03/iphonesound-595x640.jpg" alt="" title="iphonesound" width="595" height="640" class="alignnone size-large wp-image-17776" /></a></p>
<div class="imgcaption">Charming, original hand-draw illustrations by <a href="http://peterjungers.com">Peter Jungers</a> spice up the title.</div>
<p>Sound and music for games is already a growing frontier for professional music careers; mobile, then, triply so. But with the expanded opportunities come unique challenges. Learning about them requires real-world experience, and short of word of mouth, that kind of knowledge is often scarce &#8211; even in the Web age.</p>
<p>Composer, sound designer, and audio director Ben Long has put his sonic thumbprints on games and TV networks alike, and has recently turned his attention to sharing some of the industry secrets of the mobile realm, with work in game design textbooks and <a href="http://www.gdcchina.com/">GDC China</a>. Now, he has a new book entitled &#8220;Game Audio 101: Mobile&#8221; that assembles all that experience into a single reference. Launched at South by Southwest Interactive, it could prove invaluable to people aspiring in this area.</p>
<p>What&#8217;s especially unique about this title is not only its focus, but its insights into real-world case studies &#8211; fairly legendary ones, at that. Long gets tips and background on the making of sound for hit titles Angry Birds (iOS, Android), music app Drumkit (iOS), and RPG hit The Harvest (Windows Phone). </p>
<p>Nor is this generalist advice, painted in vague, broad strokes. There are specifics of platforms (not only iOS, but Windows Phone and Android), sound design technique, technical information, and career advice. Covered in the book:<span id="more-17773"></span></p>
<p><a href="http://createdigitalmusic.com/files/2011/03/angrybirdscoffee.jpg"><img src="http://createdigitalmusic.com/files/2011/03/angrybirdscoffee.jpg" alt="" title="Angry Birds Adventskalender" width="640" height="427" class="alignnone size-full wp-image-17785" /></a></p>
<div class="imgcaption">These Angry Birds: we may never learn what made them so angry &#8230; or so addictive. At least you can find out what made the sound tick in this blockbuster title. Photo (<a href="http://creativecommons.org/licenses/by/2.0/">CC-BY</a>) <a href="http://www.flickr.com/photos/johanl/">Johan Larsson</a>.</div>
<ul>
<li>Basics of the mobile market, MIDI and mobile design</li>
<li>Anatomy of specific titles and the techniques they used to make effective music and sound direction</li>
<li>Particulars of everything from looping to sound cues, coupled with interviews with sound designers</li>
<li>Tips on improving sound design, catering to specific platforms, and managing your career and negotiations</li>
</ul>
<p>I should caution that this is more of a white paper of assembled research and tips than a front-to-back textbook. My one complaint is, therefore, it does feel a bit abridged, under fifty pages. There&#8217;s sometimes a copy-and-paste sense to the content, as well, in case you&#8217;re expecting something with the level of polish of, say, an O&#8217;Reilly e-book. The tips you can glean from it, though, could be worth the price of admission if this is a field about which you&#8217;re serious &#8211; and a lot more than you&#8217;d get out of a similarly-priced workshop or the massive cost of attending conferences. You&#8217;ll have to do a little digging &#8211; the title really picks up somewhere about halfway through &#8211; but you could easily get some nuggets that could transform a career.</p>
<p>To make things easier, we have a CDM-only discount code for readers, bringing the price down 50% off its current sale price to just $19.95. Enter the following code at checkout:<br />
<strong>AT101ebooksxsw45</strong></p>
<p>More information:<br />
<strong><a href="http://www.gameaudio101.com/about_book.php"></p>
<p>http://www.gameaudio101.com/about_book.php</a></strong></p>
<p>Ben Long has also written a terrific reference exclusively for CDM, from January &#8211; much shorter than the book, but good if you want a taste of his writing:<br />
<a href="http://createdigitalmusic.com/2011/01/creating-in-2011-a-composers-view-of-mobile-game-audio-from-trends-to-slot-machine-sound-design/">Creating in 2011: A Composers’ View of Mobile Game Audio, From Trends to Slot Machine Sound Design </a></p>
<p>Let us know what you think &#8211; and definitely if you happen to get a good gig in the industry.</p>
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		<title>Adobe to Bring Audition, Wave Editor and Post Tool, to the Mac</title>
		<link>http://createdigitalmusic.com/2010/06/adobe-to-bring-audition-wave-editor-and-post-tool-to-the-mac/</link>
		<comments>http://createdigitalmusic.com/2010/06/adobe-to-bring-audition-wave-editor-and-post-tool-to-the-mac/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 04:10:22 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[wave-editor]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=11755</guid>
		<description><![CDATA[Audition, a favorite, previously Windows-only wave editor from Adobe, is coming to the Mac this winter. Adobe is touting native surround support, multi-channel effects, and performance optimizations; you can check out how the new tool looks at Adobe Labs. The public beta is due this winter. Interestingly, Adobe is pushing the video side of this &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/06/adobe-to-bring-audition-wave-editor-and-post-tool-to-the-mac/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="349"><param name="movie" value="http://www.youtube.com/v/aRc49EKb9VY&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/aRc49EKb9VY&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="349"></embed></object></p>
<p>Audition, a favorite, previously Windows-only wave editor from Adobe, is coming to the Mac this winter. Adobe is touting native surround support, multi-channel effects, and performance optimizations; you can check out how the new tool looks at Adobe Labs. The public beta is due this winter. Interestingly, Adobe is pushing the video side of this more than audio, even though Audition is popular with audio users. The demos are hosted by video specialist Jason Levine, and &#8220;post production&#8221; is the phrase that keeps coming up.</p>
<p>The Mac is quickly becoming spoiled for choice with dedicated wave file editors, maybe enough that the half-decade-plus absence of Macromedia SoundEdit can finally be put to rest. <a href="http://createdigitalmusic.com/2010/03/25/wave-editor-competition-lives-with-wavelab-7-for-pc-and-mac/">WaveLab</a> from Steinberg was announced back in March, joining the likes of BIAS Peak, Audiofile&#8217;s Wave Editor, DSP Quattro, Sound Studio, Apple&#8217;s Soundtrack Pro, and Audacity. Readers are divided on whether such dedicated tools are even needed, given expanded editing features in music and video programs, but those who do love them are very particular in their tastes. That means lovers of Audition on Windows, and people looking for more serious post-production tools to complement Adobe&#8217;s video offerings, now have some good news.</p>
<p>What made Adobe make the decision early? Well, I don&#8217;t know if you can chalk it up to a scathing review by my colleague Chris Breen for <em>Macworld</em>. But I do think the message he brought &#8211; that Soundbooth CS5 wasn&#8217;t quite up to pro tasks &#8211; was probably one Adobe was hearing from a lot of other people, too. Here&#8217;s how Chris <a href="http://www.macworld.com/reviews/product/464069/review/soundbooth_cs5.html">opened his review</a>:<span id="more-11755"></span></p>
<blockquote><p>When you think Adobe, the first thought unlikely to pop to mind is audio. And yet Adobe continues to include its Soundbooth audio editing application in the Creative Suite 5 Production Premium and Master Collection bundles and sells the application separately for $199. Compare the latest version of Soundbooth with its predecessor, however, and you can be excused for thinking that audio is not among Adobe’s priorities. Soundbooth CS5 is a meager update that fails to address the application’s most glaring shortcomings.</p></blockquote>
<p>Ouch. For what it&#8217;s worth, while I think you&#8217;d have to be pretty nuts to buy Soundbooth standalone for two hundred bucks, it&#8217;s worth trying out if you own CS. It&#8217;s great for quick edits and podcasts and such, though I agree with all of Chris&#8217; criticisms.</p>
<p>Windows users, though, very often <em>do</em> think of Adobe Audition as a close rival with tools like Sony SoundForge and Steinberg WaveLab on the PC. (Now, only SoundForge hasn&#8217;t announced a Mac port.)</p>
<p>So, to what can you credit Adobe&#8217;s ability to port the tool? Without knowing the specifics of Audition, generally with Adobe apps, you can thank the use of cross-platform libraries and some shared code between applications. That could also mean that the announcement of Audition for Mac is simultaneously good news for loyal Windows users &#8211; it means Audition is getting some attention, and I wouldn&#8217;t be surprised if Audition for Windows gets an update around the same time.</p>
<p>What I wouldn&#8217;t read into this is any larger conclusions about Windows-to-Mac porting, as Synthtopia does:</p>
<p><a href="http://www.synthtopia.com/content/2010/06/23/adobe-audition-on-the-mac/">Adobe Bringing Audition To The Mac. Could Sonar Be Next? </a></p>
<p>I can answer that question: no. Cakewalk has told me repeatedly that, while they&#8217;re enthusiastic about supporting the Mac, SONAR is closely tied to Windows. A DAW is also a lot more complicated than something like Audition. Tools like Cubase (in its current generation) and Ableton Live were built with cross-platform support in mind; adding it down the road is a much harder task.</p>
<p>I don&#8217;t think anything about this landscape has changed. Developers who can do it easily are happy to be on both platforms, most of all a company like Adobe that makes cross-platform support part of their business strategy.</p>
<p>But as I said, even Windows users may wind up getting a refreshed version of a favorite audio editor out of this.</p>
<p>Stay tuned for when you can audition this tool for yourse&#8212; oh, jeez. That&#8217;s a terrible way to end this post. I apologize. Someone must have dropped a CS5 box on my head or something.</p>
<p><object width="580" height="349"><param name="movie" value="http://www.youtube.com/v/N1AblAwOpSA&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/N1AblAwOpSA&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="349"></embed></object></p>
<p><strong>Updated:</strong> Jim Dalrymple at The Loop talks to Adobe about Audition. Notable &#8211; Audition for Mac is getting some of the great noise reduction features from the Windows release (as noted by readers in comments), as well as some of the more unique and effective tools in Soundbooth (Paint Brush, Healing):</p>
<blockquote><p>An audio engineer himself, Levine said that Audition has a number of features that cannot be matched in other applications. Most notably, Levine said Audition’s noise reduction and restoration capabilities will be something to watch out for.</p>
<p>“There are plug-ins that can do noise reduction, but quite frankly, Audition is just better,” said Levine.</p>
<p>Audition will also feature some very familiar tools like a Paint Brush and Healing Tool. Photoshop users know these tools well and they work just the same in Audition, except with audio instead of images.</p></blockquote>
<p><a href="http://www.loopinsight.com/2010/06/22/adobe-audition-coming-to-the-mac/">Adobe Audition coming to the Mac</a> [The Loop]</p>
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		<title>Don&#8217;t Mean A Thing: Swinger Adds Swing to Anything</title>
		<link>http://createdigitalmusic.com/2010/05/dont-mean-a-thing-swinger-adds-swing-to-anything/</link>
		<comments>http://createdigitalmusic.com/2010/05/dont-mean-a-thing-swinger-adds-swing-to-anything/#comments</comments>
		<pubDate>Fri, 28 May 2010 09:12:39 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=11179</guid>
		<description><![CDATA[Photo (CC) John Manoogian III. Wish you could make any track swing? Tristan Jehan, grad of the MIT Hyperinstruments Group and c0-founder of The Echo Nest, made that happen at San Francisco&#8217;s Music Hack Day. The Python code uses the Echo Nest&#8217;s sound-processing magic, available to the world via open Web APIs, in order to &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/05/dont-mean-a-thing-swinger-adds-swing-to-anything/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/jm3/258581967/sizes/m/"><img src="http://farm1.static.flickr.com/86/258581967_1f827f93fb.jpg"></a></p>
<div class="imgcaption">Photo (<a href="http://creativecommons.org/licenses/by-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/jm3/">John Manoogian III</a>.</div>
<p>Wish you could make any track swing? <a href="http://web.media.mit.edu/~tristan/">Tristan Jehan</a>, grad of the MIT Hyperinstruments Group and c0-founder of <a href="http://www.echonest.com/">The Echo Nest</a>, made that happen at San Francisco&#8217;s Music Hack Day. The Python code uses the Echo Nest&#8217;s sound-processing magic, available to the world via open Web APIs, in order to analyze tracks and re-synthesize them in swing form. The results are &#8212; well, somewhat terrifying, though in a cool way.</p>
<p>Paul Lamere of Music Machinery points this our way and <a href="http://musicmachinery.com/2010/05/21/the-swinger/">has a ton of examples</a> on his terrific, sound geek-friendly blog. (The post must have captured people&#8217;s imagination, as it&#8217;s spread virally online, but I know this is the only site you read &#8212; right?)</p>
<p>The swing is definitely of the consistent/mechanical variety, but &#8230; well, it does serve to prove that not everything <em>should</em> swing, but anything <em>can</em>.</p>
<p>My picks for the trippiest examples:</p>
<p><object height="81" width="100%"><param name="movie" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fplamere%2Fswinging-sandman&#038;&#038;color=ff7700"></param><param name="allowscriptaccess" value="always"></param><embed allowscriptaccess="always" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fplamere%2Fswinging-sandman&#038;&#038;color=ff7700" type="application/x-shockwave-flash" width="100%"></embed></object><span><a href="http://soundcloud.com/plamere/swinging-sandman">Enter Sandman- the Swing Version</a> by <a href="http://soundcloud.com/plamere">plamere</a></span></p>
<p><object height="81" width="100%"><param name="movie" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fplamere%2Faround-the-world-the-swing-version&#038;&#038;color=ff7700"></param><param name="allowscriptaccess" value="always"></param><embed allowscriptaccess="always" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fplamere%2Faround-the-world-the-swing-version&#038;&#038;color=ff7700" type="application/x-shockwave-flash" width="100%"></embed></object><span><a href="http://soundcloud.com/plamere/around-the-world-the-swing-version">Around the World &#8211; the swing version</a> by <a href="http://soundcloud.com/plamere">plamere</a></span></p>
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		<title>Going Mobile: Velocity-Sensitive Touch Pads &#8211; on an iPhone? iGOG Says Yes</title>
		<link>http://createdigitalmusic.com/2009/10/going-mobile-velocity-sensitive-touch-pads-on-an-iphone-igog-says-yes/</link>
		<comments>http://createdigitalmusic.com/2009/10/going-mobile-velocity-sensitive-touch-pads-on-an-iphone-igog-says-yes/#comments</comments>
		<pubDate>Thu, 22 Oct 2009 03:37:01 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8063</guid>
		<description><![CDATA[The iPhone&#8217;s glass touchscreen may be a thing of beauty, but despite its multi-touch capabilities, it would seem this device is incapable of responding to how hard you tap it. But the developers at Wave Machines Labs apparently didn&#8217;t want to take no for an answer. The iGOG drum suite for iPhone provides drum pads &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/10/going-mobile-velocity-sensitive-touch-pads-on-an-iphone-igog-says-yes/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/gHnZPh3QxDw&#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/gHnZPh3QxDw&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>The iPhone&#8217;s glass touchscreen may be a thing of beauty, but despite its multi-touch capabilities, it would seem this device is incapable of responding to how hard you tap it. But the developers at Wave Machines Labs apparently didn&#8217;t want to take no for an answer.</p>
<p>The iGOG drum suite for iPhone provides drum pads and sample triggering in unique ways, most notably in its velocity-sensitive VelAUcity. How do you get velocity response from a device that&#8217;s supposedly not pressure-sensitive? Presumably there&#8217;s additional data in the touch events that makes this possible, but for now Wave Labs aren&#8217;t saying:</p>
<blockquote><p>iGOG’s proprietary VelAUcity technology does the unthinkable and turns the iPhone’s screen into touch sensitive drum pads. Play loud, play soft, or play a full-blown crescendo on a crash cymbal, iGOG will capture every nuance of your performance. Just plug in your headphones and start playing.</p></blockquote>
<p>Here&#8217;s the interesting twist: generally, when any of us say &#8220;iPhone,&#8221; what we really mean is &#8220;iPhone or iPod touch.&#8221; That&#8217;s not true in this case: &#8220;NOTE: VelAUcity is only available on iPhone devices.  if you&#8217;re using an iPod Touch, VelAUcity is disabled.&#8221; That seems to suggest that the trick is the built-in mic, or at the very least some private API that&#8217;s iPhone-specific. (Audio triggering is most likely, as this app comes from a developer with drum replacement experience.) That would also suggest to me that you might be able to pull this off with non-Apple mobile devices and controllers in the future.</p>
<p>As a result, though, I can&#8217;t test it &#8211; I have only the iPod touch.</p>
<p>Unconvinced or uninterested? iGOG has some other approaches to how the small Apple handheld can be made more useful as a set of pads:<span id="more-8063"></span></p>
<ul>
<li>Multi-positional pads that assign articulation based on location</li>
<li>A mic trigger mode &#8212; which may be more useful than the VelAUcity. This mode assigns any nearby sound (like rapping a table) as a trigger. (That&#8217;s possible, of course, with a variety of software, but having the device itself be portable could be handy, so to speak.)</li>
<li>Multi-samples, file management, and sequencing for doing more with the samples.</li>
<li>No, <strong><em>real multi-sampling</em></strong> &#8212; 384 multisamples per drum!</li>
</ul>
<p>Even if you&#8217;re skeptical of yet another iPhone app, I think there are some great ideas here for music software (mobile and otherwise). Here&#8217;s a look at the mic trigger mode in action:</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/fffUdO5p250&#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/fffUdO5p250&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Oh yes, and speaking of all this audio triggering, the same developer makes the superb Drumagog drum replacing plug-in. With pricing at US$199-379, you have to be pretty serious about drum replacement, but I know people who are who swear by it. There&#8217;s really nothing stopping you from whipping up your own solution, but Drumagog has a lot of niceties that make the process easier, quicker, and more powerful.</p>
<p><a href="http://www.drumagog.com">http://www.drumagog.com</a></p>
<p>If you are a Drumagog user, you can bring those files into iGOG. That makes this app all the more interesting &#8211; it can be both a fun toy for someone new to the idea, and a companion to a more serious (and more expensive tool).</p>
<p>More on iGOG:<br />
<a href="http://www.wavemachinelabs.com/igog/">http://www.wavemachinelabs.com/igog/</a></p>
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		<title>Subcycle: Multitouch Sound Crunching with Gestures, 3D Waveforms</title>
		<link>http://createdigitalmusic.com/2009/10/subcycle-multitouch-sound-crunching-with-gestures-3d-waveforms/</link>
		<comments>http://createdigitalmusic.com/2009/10/subcycle-multitouch-sound-crunching-with-gestures-3d-waveforms/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 17:26:50 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<description><![CDATA[multi-touch the storm &#8211; interactive sound visuals &#8211; subcycle labs from christian bannister on Vimeo. What if you could mash, mangle, mush, and morph sounds with your fingers on a screen, watching the waveforms dance in response in three dimensions? That &#8220;what if&#8221; is expressed beautifully in a project by musician-developer Christian Bannister of Portland, &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/10/subcycle-multitouch-sound-crunching-with-gestures-3d-waveforms/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="319"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7000376&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=7000376&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="319"></embed></object>
<p><a href="http://vimeo.com/7000376">multi-touch the storm &#8211; interactive sound visuals &#8211; subcycle labs</a> from <a href="http://vimeo.com/user2148150">christian bannister</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>What if you could mash, mangle, mush, and morph sounds with your fingers on a screen, watching the waveforms dance in response in three dimensions? That &#8220;what if&#8221; is expressed beautifully in a project by musician-developer Christian Bannister of Portland, Oregon, who works as Subcycle Labs. </p>
<p>The result is like being able to touch sound directly.</p>
<p>Three-dimensional forms morph and vibrate using visuals programmed in <a href="http://processing.org">Processing</a>, making architectural-organic shapes and spaces that really begin to &#8220;look&#8221; like sound. These forms can represent synthesis and effects parameters (Christian has done some work with the <a href="http://www.native-instruments.com/#/en/products/producer/massive/">Massive</a> synth from Native Instruments), or can allow navigation through loops using touch. Gestures remap offsets and duration for audio, scrub and slice, and apply granular resynthesis.<br />
<a href="http://createdigitalmusic.com/files/2009/10/4_green.jpg"><img src="http://createdigitalmusic.com/files/2009/10/4_green.jpg" alt="4_green" title="4_green" width="535" height="533" size-full wp-image-8001" /></a><br />
<span id="more-7998"></span></p>
<p>Controls use multiple touch points on a screen (apparently via <a href="http://nuicode.com/projects/tbeta">Community Core Vision</a> and <a href="http://reactivision.sourceforge.net/">reacTIVision</a>), with sound from Logic, Reaktor, and Max/MSP, and auxiliary control with a joystick array and KORG KAOSS Pad.</p>
<p>Here&#8217;s what happens with a Massive bass line:<br />
<object width="580" height="319"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6173836&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=6173836&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="319"></embed></object>
<p><a href="http://vimeo.com/6173836">low frequency entity &#8211; subcycle labs</a> from <a href="http://vimeo.com/user2148150">christian bannister</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>It&#8217;s spectacular, gorgeous work, and I can&#8217;t wait to see more.  It&#8217;s well worth reading through the whole description on the blog for more details, technical, musical, and artistic:</p>
<p><a href="http://www.subcycle.org/">http://www.subcycle.org/</a></p>
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