Performing Audiovisualists: Visionsonic Festival Streaming Live, 29th-31st October

I think that live streaming will play a big part in the future of music performance. Having spent an entire year of my life driving and flying around just to be able to reach new audiences in a single country, it pains me to think how comparatively simple it would have been to organize streaming shows to reach those fans.

Commencing in about 12 hours, Visionsonic 2009 showcases Audiovisual artists from around the world. The Thursday show is “for Young Audiences”, but I’ll definitely be watching The Odyssey of Rick the Cube.

L’Odyssée de Rick le cube (extraits du spectacle) from Jesse Lucas on Vimeo.

The festival program has 20 artists performing over Friday and Saturday, which you can view on the Visionsonic TV page, or load the WMV stream in your media player of choice (VLC works beautifully).

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iPhone Day: Star6 Demonstrates Elegance of Mobile UI, Live Mobile Music with Style

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The novelty of the iPhone or [your favorite device here] may fade. But part of what matters in mobile design is thinking about how to create interfaces and uses that can scale to the size of your palm. That can mean embracing radical simplicity, and reducing an interactive, digital musical object down to its essential noise-making functions. In acoustic instrument design, that means economizing sound production in a form. In the digital world, it means finding the interactive role you’d want to bring with you onstage, in the length roughly equivalent your fingertips to your wrist.

I’m a few weeks overdue actually writing about it, but one design I really admire is Star6, developed by Jason Forrest and Agile Partners. There are no awkward, gimmicky emulations of hardware interfaces here; it’s clear this was an interface that was illustrated in two-dimensions. It has funky nerdster chic color combos, with neon pink atop wood grain. It demonstrates that, in the space of a grid, you can fit triangles. It makes use of computer wifi capability to easily load samples without mucking around with over-designed clients – or record right on the iPhone. And it’s – surprisingly – one of the few apps to make heavy use of the accelerometer, which means rather than looking like you’re trying to text message someone, you can move it around. There’s a “grain” mode so that you can randomize sounds and not have everything synced all the time. I also enjoy the “reset” button. These are all design decisions that could make sense in more commercial software – and our own home-brewed Max/Pd patches and such, too.

Apparently Agile Partners were also influenced by the brightly-colored, handheld fun of the Buddha Machine, too; see their interview with the creator.

Star6
A lovely lineup of free samples, including the Buddha Machine

It’s not a perfect app (no mobile app really can be – that’s the fun of it), and it doesn’t do everything, but I find Star6’s personality rather irresistible. The real test of all of this is whether you can use it in real music-making. And, while my inbox is full of cheezy bands trying to ride the iPhone wave, I love the offbeat Star6 music launch party from Berlin, as documented in the video below. It ranges from Jason’s own work to Warp Records artist Jackson and ex-Chicks on Speed Kiki Moorse. And there’s a crazy iPhone + banjo + accordion cover of Katy Perry’s “I Kissed a Girl.” There are even some genuinely experimental sounds – not the sort of thing you’d expect at a launch event, sadly. (I wish we could have more of that.)

An Evening With Star6 – Berlin (Compilation) from Star6 on Vimeo.

More on the artists, and some of Star6 creator Jason Forrest’s own unique work:

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Exquisite Music Video Paints Sound, Rhodes, Moog in Light Paint

In the Pocket (Rhodes and Moog Light Paint) from Ethan Goldhammer on Vimeo.

Fantastic, hip, soulful keys couple with brilliant stop-motion editing, as a Moog and Rhodes keyboard are splashed with light painting, in this new music video from Ethan Goldhammer. (See his blog for more.) It’s the perfect example of how a much-seen technique can retain its novelty when used creatively, especially as the sound itself seems to dance in light-up oscilloscope patterns.

Background:

Original music by Ethan Goldhammer and S. Burke.
Time Lapse footage shot in August 2008 on Block Island, RI.
Stop motion and light paint September 2008 in Cambridge, MA.

The lesson here: gear pr0n and special effects work perfectly when they visualize the way we feel about our musical objects and sounds.

Okay, so how did he do it? Ethan responds:

Ableton all the way. Recorded as loops with an [Akai] apc, then arranged later. The secret is also, making the animations, rendering them in [Final Cut Pro] but then WARPING them in ableton to the proper timing and bouncing them back to FCP.

Nicely done. Of course, this is why some audiovisualists have turned to Sony Vegas for Windows – formerly developed by Sonic Foundry, Vegas is actually half audio, half visual software. On the other hand, Live is a comfortable and flexible tool that does many things Vegas can’t.

Ethan also has a beautiful rendering of “Air on a G String,” the second cut from the legendary Switched on Bach. Wendy Carlos, if you’re out there, please don’t stop Ethan; I’d love to see more collaboration instead.

Air on a G String (Oscilliscoped) from Ethan Goldhammer on Vimeo.

Music, Physics, Space in Perfect Fusion: Interview, Creators of Game Osmos

osmos1

You’ll want superb music on loop, because it may … take some time to get out of this puzzle.

Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, what form should that fusion take?

Space shooters with pounding electronic beats behind them have cleared some of the way. Now it’s ambient music’s turn. In the game Osmos, you become a mysterious particle, floating amongst gravity wells in various fields of material. By carefully navigating, applying just the right vector force to move through the shifting landscape, you merge with other particles and escape to safety.

http://www.hemispheregames.com/osmos/

The move from “shoot stuff” to “move” or “eat” seems to be rising in popularity, with games like fl0w and Spore’s initial “cell stage” encouraging nonviolent navigation. To me, there’s something happening to the zeitgeist, perhaps a renewed awareness of cosmic (micro- or macroscopic) being, and of movement that draws on free-floating physics.

Even amongst a wave of games in this mode,when you actually play Osmos, you realize that it is something different and special. The design makes ingenious use of different kinds of movement and pacing through its different modes, at one point calling upon you to hurtle around a black hole, then move at nearly imperceptible speeds through a seemingly impossible-to-traverse petri dish of massive particles. No less than a shooter, it connects to the id and survival instinct. Pac-Man, the most successful arcarde game of all time, and one of the few that sucked in men and women in equal measure, was noted for its emphasis on eating as the mechanic. Consuming stuff appeals to everyone.

Of course, this is on a music site, and with good reason: what makes Osmos work is that Osmos is musical. It’s immediately beautiful and delicate, a perfect aesthetic union of the texture of the music and the on-screen arrangements of particles. More importantly, the music is woven directly into game play, providing subtle cues for dangers, and underscoring the pace of gameplay. You can only solve a level by managing speed and motion, and the music helps provide both the literal indications of speed and help your head get into the right zone to lose yourself in the world. If blips in early arcade games helped create a zone of play trance, now we have spectacular ambient soundtrack of music by Loscil, Gas/High Skies [Microscopics], Julien Neto, and Biosphere.

The music isn’t simply a beautiful soundtrack to the game. The game really feels like an extension of the world of the music. Put it all together, and something magical happens in this $10 game: you hear the music in a new way.

I spoke to the lead designer behind the game, programmer/animator Eddy Boxerman, along with musical-sonic collaborator Mat Jarvis aka Gas aka High Skies.

biosphere

Osmos’ music reads like a who’s-who of intelligent ambient music, with artists like Norway’s Biosphere. Photo: Trine Falch.

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Music for Vending Machines: Alva Noto, Anne-James Chaton

The imagination of Carsten Nicolai, aka Alva Noto, is a special place. No matter how minimal, there’s always a subtlety to his beats. No matter how dry, there’s pleasure somewhere in the sounds. A love for technology, mundane and otherwise, is something of a cliche in electronic music, but Nicolai manages to throw himself into his work with such infectious enthusiasm that it remains fresh.

And his love for electronics can spread even to vending machines. I have to admit when I first heard this track, I almost had to laugh at the stream of numbers. But, the more your listen, the more you appreciate an aura of style buzzing about everything he does. I spoke to Nicolai in Montreal, in an interview I hope to finally sit down and transcribe this month. He is aggressive about everything he thinks, as he is evangelical about his ongoing mission to fuse music and art into a single aesthetic experience. Audiovisuals may not be new, but if you want someone with the fervor to make people take notice, the Raster Noton label founder should be high on your list.

Via our friend Tim aka the music of sound, an essential blog for sound designers and lovers of hearing.

In the meantime, enjoy Karsten Nicolai, the director as well as (as Alva Noto), the music, top. And from MUTEK, as shot by Landon Speers, with visuals by the lads at Derivative, to give you a taste of his recent live shows:

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