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	<title>Create Digital Music &#187; audiovisual</title>
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	<link>http://createdigitalmusic.com</link>
	<description>The latest gear, software, and techniques for electronic music production and performance</description>
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		<title>Performing Audiovisualists: Visionsonic Festival Streaming Live, 29th-31st October</title>
		<link>http://createdigitalmusic.com/2009/10/28/performing-audiovisualists-visionsonic-festival-france-streaming-live-29th-31st-october/</link>
		<comments>http://createdigitalmusic.com/2009/10/28/performing-audiovisualists-visionsonic-festival-france-streaming-live-29th-31st-october/#comments</comments>
		<pubDate>Thu, 29 Oct 2009 01:51:58 +0000</pubDate>
		<dc:creator>Jaymis Loveday</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[audiovisual]]></category>
		<category><![CDATA[av]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[performances]]></category>
		<category><![CDATA[streaming]]></category>
		<category><![CDATA[trends]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8121</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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 <em>single country</em>, it pains me to think how comparatively simple it would have been to organize streaming shows to reach those fans.</p>
<p>Commencing in about 12 hours, <a href="http://www.visionsonic.net/en/index_en.html">Visionsonic 2009</a> showcases Audiovisual artists from around the world. The Thursday show is &#8220;for Young Audiences&#8221;, but I&#8217;ll definitely be watching <a href="http://vimeo.com/7095973">The Odyssey of Rick the Cube</a>.</p>
<p><object width="580" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7095973&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=bd0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=7095973&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=bd0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="326"></embed></object>
<p><a href="http://vimeo.com/7095973">L&#8217;Odyssée de Rick le cube (extraits du spectacle)</a> from <a href="http://vimeo.com/eyehear">Jesse Lucas</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>The <a href="http://www.visionsonic.net/en/programmation_visionsonic_en.html">festival program</a> has 20 artists performing over Friday and Saturday, which you can view on the <a href="http://www.visionsonic.net/visionsonictv.html">Visionsonic TV page</a>, or <a href="mms://www.diffusepro.com/liveteleplaiz">load the WMV stream</a> in your media player of choice (<a href="http://videolan.org">VLC</a> works beautifully).<br />
<span id="more-8121"></span></p>
<p>There are plenty of reasons to go to live performances, to be in the same physical location as the artists, and to experience them without any technology or production getting in the way. Of course, if the performance is happening on the other side of the planet, then streaming may be the only feasible way to get there. CDM has <a href="http://createdigitalmusic.com/2008/10/08/net-lag-global-live-streaming-av-performances-tomorrow-featuring-cdm-lightrhythmvisuals-and-more/">dabbled in internationally-streamed performance</a> before with NetLag, which attempted to put together a &#8220;festival&#8221; featuring artists performing from various locations. This was great fun, but beset with various problems, as technical and especially bandwidth limitations are keeping us from the &#8220;everything streaming live in HD&#8221; world the mainstream media seems to think we inhabit. These limitations are falling away quickly though, so it just remains for us to figure out the most compelling ways to capture live performance for streaming.</p>
<p>For watching the stream? Well I&#8217;ve got a big stereo, a projector, a <a href="http://videolan.org">copy of VLC</a>, and a weekend&#8217;s entertainment all planned out for me.</p>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>iPhone Day: Star6 Demonstrates Elegance of Mobile UI, Live Mobile Music with Style</title>
		<link>http://createdigitalmusic.com/2009/10/06/iphone-day-star6-demonstrates-elegance-of-mobile-ui-live-mobile-music-with-style/</link>
		<comments>http://createdigitalmusic.com/2009/10/06/iphone-day-star6-demonstrates-elegance-of-mobile-ui-live-mobile-music-with-style/#comments</comments>
		<pubDate>Wed, 07 Oct 2009 02:48:17 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[audiovisual]]></category>
		<category><![CDATA[berlin]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[experimental]]></category>
		<category><![CDATA[handheld]]></category>
		<category><![CDATA[interaction-design]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[iPod]]></category>
		<category><![CDATA[ipod-touch]]></category>
		<category><![CDATA[live-performance]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[star6]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[warp]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7810</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/10/star6_hand.jpg" alt="star6_hand" title="star6_hand" width="576" height="385" class="alignright size-full wp-image-7825" /></p>
<p>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&#8217;d want to bring with you onstage, in the length roughly equivalent your fingertips to your wrist.</p>
<p>I&#8217;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&#8217;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 &#8211; or record right on the iPhone. And it&#8217;s &#8211; surprisingly &#8211; one of the few apps to make heavy use of the accelerometer, which means rather than looking like you&#8217;re trying to text message someone, you can move it around. There&#8217;s a &#8220;grain&#8221; mode so that you can randomize sounds and not have everything synced all the time. I also enjoy the &#8220;reset&#8221; button. These are all design decisions that could make sense in more commercial software &#8211; and our own home-brewed Max/Pd patches and such, too.</p>
<p>Apparently Agile Partners were also influenced by the brightly-colored, handheld fun of the <a href="http://www.agilepartners.com/apps/star6/culture.html">Buddha Machine</a>, too; see their interview with the creator. </p>
<p><a href="http://www.agilepartners.com/apps/star6/">Star6</a><br />
<a href="http://www.agilepartners.com/apps/star6/audio.html">A lovely lineup of free samples</a>, including the Buddha Machine</p>
<p>It&#8217;s not a perfect app (no mobile app really can be &#8211; that&#8217;s the fun of it), and it doesn&#8217;t do everything, but I find Star6&#8217;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&#8217;s own work to Warp Records artist Jackson and ex-Chicks on Speed Kiki Moorse. And there&#8217;s a crazy iPhone + banjo + accordion cover of Katy Perry&#8217;s &#8220;I Kissed a Girl.&#8221; There are even some genuinely experimental sounds &#8211; not the sort of thing you&#8217;d expect at a launch event, sadly. (I wish we could have more of that.)</p>
<p><object width="580" height="464"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6530701&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=6530701&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="464"></embed></object>
<p><a href="http://vimeo.com/6530701">An Evening With Star6 &#8211; Berlin (Compilation)</a> from <a href="http://vimeo.com/user1964677">Star6</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>More on the artists, and some of Star6 creator Jason Forrest&#8217;s own unique work:<span id="more-7810"></span></p>
<p>Jason&#8217;s own artistic aesthetic, as seen in this video for &#8220;War Photographer,&#8221; does have this quirky efficiency to it, the sense of cut-out animation (in both visuals and music, I&#8217;d argue), and saturated, rich, retro colors.</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/QAFXayH1bpY&#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/QAFXayH1bpY&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p><img src="http://createdigitalmusic.com/images/2009/10/star6_stomp.jpg" alt="star6_stomp" title="star6_stomp" width="576" height="385" class="alignright size-full wp-image-7822" /></p>
<p>The eclectic Berlin launch.</p>
<blockquote><p>Jackson (Warp, FR)<br />
Kiki Moorse (ex-Chicks On Speed,DE)<br />
Song Band (US)<br />
Jason Forrest (CRD, US)<br />
Guido Mobius (Karaoke Kalk, DE)<br />
Ben Butler &#038; Mousepad (SCT/DE)<br />
DJ&#8217;s: Finkobot &#038; Marius Reisser</p>
<p>Jacki Terrasse / Joseph (@ Maria)<br />
An Der Schilling Brücke<br />
10243 Berlin</p>
<p>For more on the artists:<br />
<a href="http://myspace.com/moorse">myspace.com/moorse</a><br />
<a href="http://myspace.com/jacksonand">myspace.com/jacksonand</a><br />
<a href="http://myspace.com/benbutlerandmousepad">myspace.com/benbutlerandmousepad</a><br />
<a href="http://myspace.com/guidomoebius">myspace.com/guidomoebius</a><br />
<a href="http://myspace.com/jason_forrest">myspace.com/jason_forrest</a><br />
<a href="http://myspace.com/songbandmyspace">myspace.com/songbandmyspace</a><br />
<a href="http://myspace.com/finckobot">myspace.com/finckobot</a><br />
<a href="http://myspace.com/mariusreisser">myspace.com/mariusreisser</a></p>
<p>Video shot by Martin Sulzer<br />
Photos by Marco Macrobi</p></blockquote>
<p>Complete sets:<br />
<a href="http://www.vimeo.com/6528730">Ben Butler and Mousepad</a><br />
<a href="http://www.vimeo.com/6499341">Guido Mobius</a><br />
<a href="http://www.vimeo.com/6499787">Kiki Moorse</a><br />
<a href="http://www.vimeo.com/6499572">Jason Forrest</a></p>
<p><img src="http://createdigitalmusic.com/images/2009/10/star6.jpg" alt="star6" title="star6" width="576" height="385" class="alignright size-full wp-image-7817" /></p>
]]></content:encoded>
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		<slash:comments>19</slash:comments>
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		<item>
		<title>Exquisite Music Video Paints Sound, Rhodes, Moog in Light Paint</title>
		<link>http://createdigitalmusic.com/2009/10/02/exquisite-music-video-paints-sound-rhodes-moog-in-light-paint/</link>
		<comments>http://createdigitalmusic.com/2009/10/02/exquisite-music-video-paints-sound-rhodes-moog-in-light-paint/#comments</comments>
		<pubDate>Fri, 02 Oct 2009 17:47:32 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ableton]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[Akai]]></category>
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		<category><![CDATA[apc]]></category>
		<category><![CDATA[apc40]]></category>
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		<category><![CDATA[audiovisual]]></category>
		<category><![CDATA[awesomeness]]></category>
		<category><![CDATA[inspiration]]></category>
		<category><![CDATA[keyboards]]></category>
		<category><![CDATA[light-painting]]></category>
		<category><![CDATA[Moog]]></category>
		<category><![CDATA[music-videos]]></category>
		<category><![CDATA[remix]]></category>
		<category><![CDATA[Rhodes]]></category>
		<category><![CDATA[stop-motion]]></category>
		<category><![CDATA[synesthesia]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7776</guid>
		<description><![CDATA[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&#8217;s the perfect example of how a much-seen technique can [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6845606&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=6845606&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="326"></embed></object>
<p><a href="http://vimeo.com/6845606">In the Pocket (Rhodes and Moog Light Paint)</a> from <a href="http://vimeo.com/user808470">Ethan Goldhammer</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>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 <a href="http://ethangoldhammer.blogspot.com/">blog for more</a>.) It&#8217;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.</p>
<p>Background:</p>
<blockquote><p>Original music by Ethan Goldhammer and S. Burke.<br />
Time Lapse footage shot in August 2008 on Block Island, RI.<br />
Stop motion and light paint September 2008 in Cambridge, MA.</p></blockquote>
<p>The lesson here: gear pr0n and special effects work perfectly when they visualize the way we feel about our musical objects and sounds.</p>
<p>Okay, so how did he do it? Ethan responds:</p>
<blockquote><p>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.</p></blockquote>
<p>Nicely done. Of course, this is why some audiovisualists have turned to Sony Vegas for Windows &#8211; 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&#8217;t.</p>
<p>Ethan also has a beautiful rendering of &#8220;Air on a G String,&#8221; the second cut from the legendary <em>Switched on Bach</em>. Wendy Carlos, if you&#8217;re out there, please don&#8217;t stop Ethan; I&#8217;d love to see more collaboration instead.</p>
<p><object width="580" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5433528&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=5433528&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="326"></embed></object>
<p><a href="http://vimeo.com/5433528">Air on a G String (Oscilliscoped)</a> from <a href="http://vimeo.com/user808470">Ethan Goldhammer</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
]]></content:encoded>
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		<slash:comments>15</slash:comments>
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		<item>
		<title>Music, Physics, Space in Perfect Fusion: Interview, Creators of Game Osmos</title>
		<link>http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/</link>
		<comments>http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 16:33:53 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[ambient]]></category>
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		<category><![CDATA[audio-engines]]></category>
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		<category><![CDATA[design]]></category>
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		<category><![CDATA[osmos]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/</guid>
		<description><![CDATA[ 
You&#8217;ll want superb music on loop, because it may &#8230; take some time to get out of this puzzle.
Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/09/osmos1.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos1" border="0" alt="osmos1" src="http://createdigitalmusic.com/images/2009/09/osmos1_thumb.jpg" width="580" height="435" /></a> </p>
<div class="imgcaption">You&#8217;ll want superb music on loop, because it may &#8230; take some time to get out of this puzzle.</div>
<p>Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, what form should that fusion take?</p>
<p>Space shooters with pounding electronic beats behind them have cleared some of the way. Now it’s ambient music’s turn. In the game <em>Osmos</em>, you become a mysterious particle, floating amongst gravity wells in various fields of material. By carefully navigating, applying just the right vector force to move through the shifting landscape, you merge with other particles and escape to safety. </p>
<p><a href="http://www.hemispheregames.com/osmos/">http://www.hemispheregames.com/osmos/</a></p>
<p>The move from “shoot stuff” to “move” or “eat” seems to be rising in popularity, with games like fl0w and Spore’s initial “cell stage” encouraging nonviolent navigation. To me, there’s something happening to the <em>zeitgeist</em>, perhaps a renewed awareness of cosmic (micro- or macroscopic) being, and of movement that draws on free-floating physics.</p>
<p>Even amongst a wave of games in this mode,when you actually play Osmos, you realize that it is something different and special. The design makes ingenious use of different kinds of movement and pacing through its different modes, at one point calling upon you to hurtle around a black hole, then move at nearly imperceptible speeds through a seemingly impossible-to-traverse petri dish of massive particles. No less than a shooter, it connects to the id and survival instinct. <em>Pac-Man</em>, the most successful arcarde game of all time, and one of the few that sucked in men and women in equal measure, was noted for its emphasis on <em>eating</em> as the mechanic. Consuming stuff appeals to everyone.</p>
<p>Of course, this is on a music site, and with good reason: what makes Osmos work is that Osmos is musical. It’s immediately beautiful and delicate, a perfect aesthetic union of the texture of the music and the on-screen arrangements of particles. More importantly, the music is woven directly into game play, providing subtle cues for dangers, and underscoring the pace of gameplay. You can only solve a level by managing speed and motion, and the music helps provide both the literal indications of speed and help your head get into the right zone to lose yourself in the world. If blips in early arcade games helped create a zone of play trance, now we have spectacular ambient soundtrack of music by <a href="http://www.myspace.com/loscil">Loscil</a>, Gas/High Skies [<a href="http://microscopics.co.uk/">Microscopics</a>], <a href="http://profile.myspace.com/index.cfm?fuseaction=user.viewProfile&amp;friendID=71175222">Julien Neto</a>, and <a href="http://www.biosphere.no/">Biosphere</a>. </p>
<p>The music isn’t simply a beautiful soundtrack to the game. The game really feels like an extension of the world of the music. Put it all together, and something magical happens in this $10 game: you hear the music in a new way.</p>
<p>I spoke to the lead designer behind the game, programmer/animator Eddy Boxerman, along with musical-sonic collaborator Mat Jarvis aka Gas aka High Skies.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/biosphere.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="biosphere" border="0" alt="biosphere" src="http://createdigitalmusic.com/images/2009/09/biosphere_thumb.jpg" width="580" height="385" /></a> </p>
<div class="imgcaption">Osmos’ music reads like a who’s-who of intelligent ambient music, with artists like Norway’s Biosphere. Photo: Trine Falch.</div>
<p> <span id="more-7641"></span>
<p><strong>Peter: I found it amusing that some of the game press have stumbled around looking for a name for a new genre here, the &quot;eat other stuff&quot; category. To me, the basic game controls could be traced back to early titles like <em>Asteroids</em>. What are the games that have inspired you, either specifically or generally?</strong></p>
<p>Eddy: Some people are dubbing the gameplay type as &quot;eat &#8216;em up&quot;, as opposed to the classic &quot;shoot &#8216;em up&quot;. But it&#8217;s true, the physics/controls have more in common with classic games such as <em>Asteroids</em> and <em>Gravitar</em>. The only &quot;modern&quot; game that otherwise influenced me was <em>Katamari Damacy</em>. It&#8217;s funny: when I sent out the first prototype to friends, I was concerned they would think the game was too similar to <em>Katamari</em>. That&#8217;s when I heard about <em><a href="http://www.jenovachen.com/flowingames/flowing.htm">flOw</a></em>, which I&#8217;ve tried to steer stylistically clear of ever since. I guess it&#8217;s an archetype though, and the comparisons have been inevitable. As for <em>Spore</em>, Osmos was about one year into development when I saw the first preview footage of its &quot;cell stage&quot;. On top of that, I learned that Will Wright had hired Brian Eno to do the music! I definitely had a &quot;why should I bother?&quot; moment at that point. But here we are, a couple years later, and I think we&#8217;ve managed to put out a unique game with a great mix of gameplay, sound, and visuals.</p>
<p><strong>Peter: Ha – well, I’m glad you “bothered”! One thing that I think is really unique about Osmos is the gravitational mechanic. How did this come about?</strong></p>
<p>Eddy: I was (and probably still am) a sci-fi kid. And when I read about real phenomena like colliding galaxies, retrograde planets, and the like, my mind goes to stange and wonderful places. That said, the Spacecraft Dynamics course I took during my engineering degree definitely played a large part in putting those mechanics and levels together. Thanks, Professor Misra! :)</p>
<p><strong><a href="http://createdigitalmusic.com/images/2009/09/osmos2.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos2" border="0" alt="osmos2" src="http://createdigitalmusic.com/images/2009/09/osmos2_thumb.jpg" width="580" height="455" /></a> </strong></p>
<p><strong>Peter: How are the physical mechanics of the game constructed? This is essentially two-dimensional vector math, yes? Were there refinements you needed to make in order to keep performance up, or to keep the levels playable?</strong></p>
<p>Eddy: That&#8217;s a big question! But yes, essentially it&#8217;s 2D vector math, though we make use of some 3D math (including quaternions) on the particle systems. The majority of the physics is quite simple though &#8212; first year bachelor&#8217;s stuff: F = ma, conservation of mass and momentum, gravitational laws, basic time integration, etc. We follow the spirit of the laws, but not always the letter. For instance, if you look at the Earth&#8217;s solar system in its entirety, you wouldn&#8217;t even see most of the planets; that doesn&#8217;t make for a very playable game though. As such, we took many liberties when it comes to scale, constants and exponents in the equations. The majority of the work was in the tweaking of those values to make the game /feel /good.</p>
<p><strong>Peter: How did you prototype the game? What was the process of evolution like? Were there any failed attempts along the way?</strong></p>
<p>Eddy: I put together the first prototype starting from a <a href="http://nehe.gamedev.net/">NeHe OpenGL tutorial</a>. I added some basic physics, mouse controls, some highly unoptimised collision detection code, and voila, I had something to play with. After that, I immediately integrated [cross-platform 3D audio API] <a href="http://connect.creativelabs.com/openal/default.aspx">OpenAL</a>, as the game was just begging for sound and music. I then hunted for some good sounds (discovering <a href="http://freesound.org">freesound.org</a> in the process), put together a simple looping song (my first rough and humbling attempt to create digital music), and sent it out to a few friends. I&#8217;ll make that version available for free someday&#8230; when I&#8217;m feeling brave.</p>
<p>As for failed attempts, there were tons of shelved experiments and features that were cut. One interesting problem was the difficulty curve of the gravitational levels. In fact, the first gravity levels looked a great deal like the &quot;Warped Chaos&quot; levels do today: several free-floating Attractors in a sea of regular motes. I found it incredibly difficult, however, to make a &quot;beginner&quot; version of those levels. If the gravity was too weak, the Attractors had little apparent effect; too strong, and the level became incredibly difficult. I stuggled with this for a long time, until I hit on the idea of putting one, immobile Attractor in the center, with everything else orbiting around it. This allowed for the creation of systems with strong gravity effects, but long-term stability. It seems so obvious now, especially given the example of our solar system, but it wasn&#8217;t back then. In the end, these are some of the coolest levels in Osmos &#8212; practically its &quot;signature&quot; level type. Moral of the story: necessity really is the mother of invention.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/kunchung.png" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="kunchung" border="0" alt="kunchung" src="http://createdigitalmusic.com/images/2009/09/kunchung_thumb.png" width="400" height="280" /></a> </p>
<div class="imgcaption">Hemisphere’s <a href="http://www.kunchang.net/">Kun Chang</a> has a resume that includes art direction and concept art for games (<em>Prince of Persia, Splinter CelI</em>) and games (<em>Gears of War</em>, <em>Unreal Tournament</em>) alike.</div>
<p><strong>Peter: What is the visual engine like? The sound engine?</strong></p>
<p>Eddy: As I mentioned, I bootstrapped from a NeHe tutorial, but that&#8217;s all been replaced at this point. It&#8217;s now a homegrown engine using OpenGL. It doesn&#8217;t make any use of pixel/vertex shaders, so it runs on a wide variety of hardware. The majority of our texture work is done in Photoshop.</p>
<p>[The sound engine is] a wrapper we&#8217;ve built around OpenAL. At a basic level, all we ever do is mix and adjust the gain and pitch of our sounds and music. This allows us to run on generic sound hardware. But we do make extensive use of those &quot;effects&quot;, and it&#8217;s possible to get a great deal of variety and feedback with them. In the end, it&#8217;s all about the quality of our sound sources, and the algorithms that adjust and smooth the gain and pitch of each.</p>
<p><strong>Peter: For pitch shifting, were you able to do that natively in OpenAL?</strong></p>
<p>Eddy: Yes, OpenAL supports pitch shifting at the software level. I ported our sound engine to use DirectSound at one point, and found that it&#8217;s pitch shift range is rather limited. We reverted back to OpenAL.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/daveatwork.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="daveatwork" border="0" alt="daveatwork" src="http://createdigitalmusic.com/images/2009/09/daveatwork_thumb.jpg" width="580" height="506" /></a> </p>
<div class="imgcaption">This is what indie game development looks like. Dave Burke left projects like Gears of War and Unreal Tournament to program the core of Osmos. And this is, I guess, biz-caz-Fri?</div>
<p><strong>Peter: One thing that really strikes me about the game that is its use of pacing. Even without the obvious technique of allowing the user to control speed, there&#8217;s this extraordinary contrast between levels that require you to move quickly, that require you to anticipate the rate of movement along a vector of other objects, or that require you to move almost imperceptibly slowly. Was this an early goal, or something that evolved out of developing the game concepts?</strong></p>
<p>Eddy: It evolved from the game concepts themselves. We tried to fully explore the fundamental controls and game space of Osmos, and converged on a number of interesting regions and structures that were fun to play with/in. Some people actually &quot;complain&quot; that the pacing of the game isn&#8217;t consistent across levels &#8212; some are fast, some slow &#8212; but that wasn&#8217;t our goal. In a sense, we&#8217;re merely presenting the results of a great deal of research and exploration into the space, with our sole requirement being that the levels are fun and interesting. We wanted it to be a game of concepts and understanding, not speed. The addition of time-warping allowed us to break free from that, expand our scope, and include a much larger variety of levels, as some have both fast and slow moments in them; we wanted the player to be able to control the pace and difficulty to their level of comfort.</p>
<p><strong>Peter: Connecting the action to music, how important is the use of music in conveying time?</strong></p>
<p>Eddy: I think pitch-shifting the music and sound effects helps players track time-warping in an inutitive way. Without these aural cues, the mental connection would be incomplete. That said, I sometimes test the game without sound, and it&#8217;s totally playable &#8212; just much less immersive.</p>
<p><strong>Peter: At what stage did you involve the musical element? How was that relationship established?</strong></p>
<p>Mat: Eddy first contacted me two or three years ago about using one of my tracks on Osmos (“Gas – Discovery”). He sent me a basic alpha version where the game was literally flat circles on a plain background, but even back then with the simple graphics and no sound it was compelling. I think it was at this early stage that I sent him a copy of another High Skies track, “The Shape of Things to Come,” which he also used a section from. It wasn&#8217;t too long later that he sent me a version of Osmos with most of the music that made it to the release version and it all just complimented each other beautifully.</p>
<p>Eddy has done a great job choosing music that compliments the game and graphics, and they also compliment the music. I think he&#8217;s done a great job overall as well, keeping his vision consistent for the look and feel of the Osmos world. Even though some of the levels are quite varied; some are quite chilled, others fast paced, nothing seems out of place. He has created a new world that&#8217;s both microscopic and macroscopic.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/gas0095.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="gas0095" border="0" alt="gas0095" src="http://createdigitalmusic.com/images/2009/09/gas0095_thumb.jpg" width="400" height="355" /></a> </p>
<p><strong>Peter: The musical and sound effect elements really do blend effortlessly. Mat, I know you made substitute sounds – how did this help blend the aesthetic?</strong></p>
<p>Mat: I made the rebound noise when you bounce off the walls/ boundary. The original sound was quite hard and metallic with a lot of reverb, and I suggested a softer echoey sound. There was nothing wrong with the original, but it made the boundary feel quite hard and cold like being in a metal tank. I sent Eddy some analogue samples, using a [vintage Roland keyboard] Jupiter 6 with varying delays/ echoes. Because the tones are so pure and tuned, Eddy pitched them slightly to fit with the various keys of the different music. </p>
<p>Eddy: In general, it was a matter of searching and experimentation for the &quot;right&quot; set of sounds that fit well together &#8212; which can be a lengthy but rewarding process. Once integrated, minor gain and pitch adjustments helped fit it all together.</p>
<p>Mat provided the bounce sound, as well as the continuous absorb/being-absorbed sounds. The other sounds were created/shared on freesound by the users Elektrocell, fran_ky and Jovica. (Check out the Osmos credits in the readme.html for details.)</p>
<p><a href="http://www.flickr.com/photos/sklathill/3386979773/"><img src="http://farm4.static.flickr.com/3567/3386979773_944b8217c9.jpg" /></a></p>
<div class="imgcaption">Eddy and design team member Andy Nealen (whose interests span physics and modeling) accept an award at the Independent Games Festival. Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/sklathill/">Vincent Diamante</a>.</div>
<p><strong>Peter: I recently spoke to Crystal Method, and while they&#8217;ve done some notable game scores, they actually said they wouldn&#8217;t want their music to be placed in a game context at which the speed changed, that it&#8217;d lose something. This seems like the opposite of that. Now, maybe it&#8217;s easy to take for granted with ambient music as opposed to something beat-driven like Crystal Method, but do you think there&#8217;s something special that allows this music to be adaptive in that way?</strong></p>
<p>Mat: I think that in the right circumstances music with drums could work well and may even highlight the time-shifting more. Of course with the wrong game and wrong music it could sound terrible too.</p>
<p>Eddy: It&#8217;s a delicate issue. Out of the context of the game, I think it would seem wrong. There were also some pieces of music I tried which didn&#8217;t lend themselves well to this kind of manipulation, and which didn&#8217;t get included as a result. But with these songs, and everything working together in-game, I feel the whole experience is stronger as a result. I&#8217;m just glad Mat and the other artists agreed &#8212; or at least&#8230; didn&#8217;t object. ;-)</p>
<p><strong>Peter: Hey, I think if you can write music that sounds good played at a different speed, that’s nice. </strong></p>
<p><strong>Osmos seems to me a musical experience, in that the sense of the music is transformed by the visuals and the interaction with them. Do you think it&#8217;s possible that audiovisual interfaces could go even further in terms of their impact on the music? </strong></p>
<p>Mat: Yes, it almost seems as though Osmos creates a world for the music to exist.</p>
<p>I&#8217;ve always liked music visualisers like the <a href="http://createdigitalmotion.com/tag/processing.org">Processing</a> and Cymatics stuff, they&#8217;re quite compelling to watch how they react to the music, so it would be interesting to go the other way; by manipulating/ sculpting abstract shapes which then modify or even create sounds and music, especially using the new controllers like the Wii, [Microsoft’s] Project Natal and Sony&#8217;s Motion Controller instead of the mouse.</p>
<p>Eddy: I totally agree with Mat. Yes, please! More feedback between music, visuals and interactivity &#8212; in all directions. I&#8217;d love to experiment more on all of these fronts. In general, I think games such as Audiosurf and Auditorium, while great, have only begun to scratch the surface of what&#8217;s possible. Interactive musical &quot;toys&quot; such as [Nintendo/Toshio Iwai’s ]ElectroPlankton or <a href="http://www.infinitewheel.com/dubselector8.html">Dub Selector</a> are another great direction; and <a href="http://createdigitalmusic.com/2009/08/27/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/">Rock Band Network</a> is about to expand the market in a huge way. It&#8217;s exciting!</p>
<p><strong><a href="http://createdigitalmusic.com/images/2009/09/osmos3.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos3" border="0" alt="osmos3" src="http://createdigitalmusic.com/images/2009/09/osmos3_thumb.jpg" width="580" height="470" /></a> Peter: Along those lines, this is obviously a new take on music distribution in a way that goes well beyond what titles like Rock Band have done. Are there other cases in game history that to you have done that? Is there potential in these new outlets, outlets that are more accessible to independent developers (Steam, Direct2Drive, Xbox Live Arcade, iTunes App Store), to really change game development?</strong></p>
<p>Eddy: Wow, that&#8217;s another big question. Really, I just felt the music was such an important part of the experience in Osmos that we should show the artist and track names during the game. But now that you mention it, I can&#8217;t think of another game that has done this, besides games like Rock Band where the song /is/ the game/level. That said, one way I&#8217;d love to push this evolution is to &quot;augment&quot; music videos with interactivity: ie. into music video-games. (The term &quot;game&quot; could be used rather loosely here.) Everyday Shooter does this, though Jon Mak actually created the music /for/ the game in that case &#8212; which rocks &#8212; but collaborations could lead to some really amazing things in this direction.</p>
<p><strong>Peter: Eddy, Mat, thank you. </strong>Whether it’s in the form of a game or an audiovisual performance, we’ll certainly continue to explore these areas. And – hint, hint – Osmos 2, with multiplayer? Just a thought.</p>
<p><object width="580" height="435"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5892502&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=5892502&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="435"></embed></object>
<p><a href="http://vimeo.com/5892502">Osmos Trailer</a> from <a href="http://vimeo.com/user989434">hemisphere games</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
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		<title>Music for Vending Machines: Alva Noto, Anne-James Chaton</title>
		<link>http://createdigitalmusic.com/2009/08/07/music-for-vending-machines-alva-noto-anne-james-chaton/</link>
		<comments>http://createdigitalmusic.com/2009/08/07/music-for-vending-machines-alva-noto-anne-james-chaton/#comments</comments>
		<pubDate>Fri, 07 Aug 2009 15:42:17 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[inspiration]]></category>
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		<description><![CDATA[The imagination of Carsten Nicolai, aka Alva Noto, is a special place. No matter how minimal, there&#8217;s always a subtlety to his beats. No matter how dry, there&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/5iABNDvZ8IA&#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/5iABNDvZ8IA&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>The imagination of Carsten Nicolai, aka Alva Noto, is a special place. No matter how minimal, there&#8217;s always a subtlety to his beats. No matter how dry, there&#8217;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.</p>
<p>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.</p>
<p>Via our friend Tim aka <a href="http://www.musicofsound.co.nz/blog/unitxt-short-film-by-alva-noto">the music of sound</a>, an essential blog for sound designers and lovers of hearing.</p>
<p>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 <a href="http://www.derivativeinc.com/home/home.asp">Derivative</a>, to give you a taste of his recent live shows:<span id="more-6902"></span></p>
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		<title>Music Sequencing as Bicycle Wheels, Rubik&#8217;s Cubes at Fest in Argentina</title>
		<link>http://createdigitalmusic.com/2009/07/20/music-sequencing-as-bicycle-wheels-rubiks-cubes-at-fest-in-argentina/</link>
		<comments>http://createdigitalmusic.com/2009/07/20/music-sequencing-as-bicycle-wheels-rubiks-cubes-at-fest-in-argentina/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 09:54:09 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
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		<description><![CDATA[Performance with Cubie from sadmb on Vimeo.
Music sequencing as a Rubik&#8217;s Cube-style game, or hypnotic, kinetic rotating wheels &#8211; your piano roll won&#8217;t know what hit it. New musical art is set to be performed in Argentina, but you can download both tools, free.
Computer interfaces for music date back decades now, but with ingrained notions [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="437"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=1710686&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=1710686&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="437"></embed></object>
<p><a href="http://vimeo.com/1710686">Performance with Cubie</a> from <a href="http://vimeo.com/user738414">sadmb</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Music sequencing as a Rubik&#8217;s Cube-style game, or hypnotic, kinetic rotating wheels &#8211; your piano roll won&#8217;t know what hit it. New musical art is set to be performed in Argentina, but you can download both tools, free.</p>
<p>Computer interfaces for music date back decades now, but with ingrained notions of hardware sound sequencers, linear media like tape, and hundreds of years of notation in staves and bars, old habits can be hard to kick. Yet it seems that suddenly, a younger generation of audiovisual composers is exploding notions of how musical interface and sequence could work, fully embracing a virtual space in which they themselves have come of age.</p>
<p>Next month&#8217;s spectacular-looking 404 Festival could make anyone want to book a flight to Argentina. Two highlighted artists from this festival for me really embody the possibilities of new sequencing metaphors. Both are built in Java.<span id="more-6582"></span></p>
<p>At top, Cubie by Sadam Fujioka of Japan is free, downloadable software that combines audiovisual performance and game in a rotating cube.</p>
<blockquote><p>Cubie is a software instrument which provides innovative idea of musical performance, differs from existing musical performance system such as musical notation, DJ systems, DAW systems, etc&#8230; It has a novel concept incorporating a new interactive technique based on puzzle games. Music is represented from highly saturated colored letters on a 3D cube. Almost unlimited number of melodies and rhythms can be created from a combination of those letters, and it can be changed on real-time by operations based on puzzle game. Those playful operations push a performer to play repeatedly and get the skill of performing with Cubie. Cubie is free software and you can play just like sadmb do.</p></blockquote>
<p>More information in both Japanese and English at sadmb site (with lots of other software, as well). Built in Java with the use of JSyn for synthesis.</p>
<p><a href="http://sadmb.com/">http://sadmb.com/</a></p>
<p>If these cubes feel overly rigid to you, though, and you don&#8217;t like the mechanical repetition of these lines, enter the crazy, spinning world of Hiroshi Matoba.</p>
<p><object width="580" height="327"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3053521&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3053521&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="327"></embed></object>
<p><a href="http://vimeo.com/3053521">Hiroshi Matoba: OVERBUG</a> from <a href="http://vimeo.com/user1114492">antjeverena</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<blockquote><p>Overbug is a music-performance tool designed to compose Minimal and Dance Music.</p>
<p>Through looping and newly arranging sound patterns, called &#8216;Bugsounds&#8217;, the program creates complex, polyrhythmic sounds. Overbug differs from conventional linear controlled music sequencers, which arrange the sound into a linear timeline from left to right. In Overbug the sound arrangement of the repeating music loops is equal to the visual abstraction of circular actions which built the interface through circles.</p></blockquote>
<p>I showed a very early sketch I was working on last year of a circle-based sequencer, also built in Processing, though (cough) my chops are nowhere near Hiroshi&#8217;s. I was more interested in using the circles to subdivide cycles, as in Indonesian music. Seeing this piece is a major kick in my pants to try to work on my project a bit more and go a different direction.</p>
<p>Here&#8217;s a demo video explaining how this works:</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/84YZVPJcnIU&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/84YZVPJcnIU&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>More information + free download (just updated this month):<br />
<a href="http://www.dominofactory.net/Overbug/">http://www.dominofactory.net/Overbug/</a></p>
<p><strong>If You&#8217;re in Argentina</strong></p>
<p>Don&#8217;t miss a terrific-looking <a href="http://www.404festival.com/eng/agosto09.htm">exhibition of Japanese works</a> and the rest of the<br />
<a href="http://www.404festival.com/">http://www.404festival.com/</a><br />
(info in Spanish + English)</p>
<p>These two works clearly belonged together, but I feel bad for not featuring any Latin American (or Argentinian, specifically) work &#8212; those of you associated with 404, if you&#8217;ve got hot tips, send them in.</p>
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		<title>Into the Woods: Wolfgang Voigt&#8217;s GAS, an Audiovisual Black Forest at MUTEK</title>
		<link>http://createdigitalmusic.com/2009/06/01/into-the-woods-wolfgang-voigts-gas-an-audiovisual-black-forest-at-mutek/</link>
		<comments>http://createdigitalmusic.com/2009/06/01/into-the-woods-wolfgang-voigts-gas-an-audiovisual-black-forest-at-mutek/#comments</comments>
		<pubDate>Mon, 01 Jun 2009 11:51:00 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ambient]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[audiovisual]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[electronic-music]]></category>
		<category><![CDATA[electronica]]></category>
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		<category><![CDATA[minimalism]]></category>
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		<category><![CDATA[mutek]]></category>
		<category><![CDATA[mutek09]]></category>
		<category><![CDATA[wolfgang-voigt]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6046</guid>
		<description><![CDATA[All this week, I’ll be talking about the artists and events at Montreal’s MUTEK audiovisual festival. There’s nowhere better to begin than at the launch evening of their a/visions series.
Natural landscapes are recurrent themes in electronic music and the metaphors we use to describe them – glaciers and jetstreams. But the Black Forest of Wolfgang [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/05/gas1.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="gas1" border="0" alt="gas1" src="http://createdigitalmusic.com/images/2009/05/gas1-thumb.jpg" width="580" height="435" /></a></p>
<p><em>All this week, I’ll be talking about the artists and events at Montreal’s MUTEK audiovisual festival. There’s nowhere better to begin than at the launch evening of their a/visions series.</em></p>
<p>Natural landscapes are recurrent themes in electronic music and the metaphors we use to describe them – glaciers and jetstreams. But the Black Forest of Wolfgang Voigt’s GAS, the audiovisual “experience” from the Cologne electronic legend, is an unusually potent descriptor. It’s not so much the real Black Forest’s twigs or leaves or babbling brooks that defines GAS; it’s its density. From its elaborate twirling visual forestry to the saturated sound, GAS is ambient without ever being static, and as deeply enevloping of its visitors as its subject matter.</p>
<p> <span id="more-6046"></span>
</p>
<p>For his part, Voigt himself was a motionless shadow through much of the piece. Occasionally, the slightest motion of his forearm suggested he was tweaking something subtly in his Ableton Live set. Otherwise he seemed only a reference of the diminuitive human scale against a sometimes blinding projection behind him.</p>
<p>Listening to Voigt’s music requires active effort, like holding your breath underwater. (Underwater bodies turned out to be the theme of the piece that would follow.) The bass below becomes a kind of sonic ground, though occasionally it materializes into a recognizable pulsing beat, like a distant tribal drum call. The inscrutable density of the Dark Forest is embodied mainly in a wash of sound, sometimes obscured by a relentless hiss of noise with which it is mixed. The combination seems like should overwhelm, but somehow details become clear, bouncing off the walls of Montreal’s Monument National theater. Turn your head slightly, and like sounds in the underbrush, the murky becomes clear. With the occasional digital crackle popping out of the underbrush and the shimmer of sounds that float above the mud, the effect is magical.</p>
<p>Oddly, though, to me it was really the visual experience that made GAS so dazzling. Built on Voigt’s own photographs, thickly layered outlines of twigs and leaves twhirled on top of one another in abstract kaleidoscopes. Particularly at the piece’s opening, they became as thick as Voigt’s soundscapes, but would pull apart in regular patterns to form crystalline structures and skeletal architectures. The fusion of this visual effect with the sound allows details of the soundscape to emerge, like shining a light onto the forest. Close your eyes, and the sound loses a whole dimension.</p>
<p>The visuals were derived from Voigt’s own photos, but the credit to the live visualist was missing. A woman appeared onstage, evidently the designer and performer, but no one seemed to know her identity – a real injustice to her work. I’m working to find out who she was. <strong>Updated: </strong>In fact, it was Petra Hollenbach. Incredibly, I believe she may have been the <em>only</em> headline artist in all of a/visions to be a woman. That makes the fact that MUTEK seemed not to know who she was and credited the piece exclusively to Mr. Voigt – even given his reputation – even more unfortunate. That’s not to suggest that MUTEK was being intentionally or even unintentionally sexist, but the simple reality was that, whatever the intention, women seemed generally invisible and nameless at the festival.</p>
<p>The whole evening is tightly controlled, though so much so that it sometimes seems repetitive – certain stretches of this forest are traversed in circles. For all its minimalism, though, the piece is spectacular first. Perhaps that explains why the piece explodes into an eye-numbing strobe at its conclusion. Most effective was the simple addition of a scrim at the front of the stage. The brilliant color-on-black combination turned the proscenium stage space into a three-dimensional illusion. </p>
<p>Getting out of the woods seems to be the piece’s one stumbling block; it seemed unable to find a structural definition that would bring the piece to a conclusion, leaving some of the final scenes feeling redundant. The appearance of the name “GAS” at the end, and an oddly-abrupt fade out of the audio, also seemed odd after such an eloquently refined performance. But to me, the sheer sonic and visual textural spectacle was irresistible. It’s hard to think of a better way to start MUTEK than with a complete, imagined world.</p>
<p><a href="http://www.kompakt.fm/artists/wolfgang_voigt">Wolfgang Voigt at Kompakt</a> (of which he’s co-founder) </p>
<p><a href="http://createdigitalmusic.com/images/2009/05/gas2.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="gas2" border="0" alt="gas2" src="http://createdigitalmusic.com/images/2009/05/gas2-thumb.jpg" width="580" height="218" /></a></p>
<p>I’m working on finding out if we can get officially-released video documentation, but in the meantime, the original album classic is now available with a nice color book:</p>
<p> <a href="http://www.amazon.com/gp/product/B001CV19RE?ie=UTF8&amp;tag=createdigital-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=B001CV19RE">Gas</a><img style="border-bottom-style: none !important; border-right-style: none !important; margin: 0px; border-top-style: none !important; border-left-style: none !important" border="0" alt="" src="http://www.assoc-amazon.com/e/ir?t=createdigital-20&amp;l=as2&amp;o=1&amp;a=B001CV19RE" width="1" height="1" /></p>
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		<slash:comments>12</slash:comments>
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		<title>Mash-Up Video Inside Ableton with a MIDI-Controlled Plug-in</title>
		<link>http://createdigitalmusic.com/2009/05/29/mash-up-video-inside-ableton-with-a-midi-controlled-plug-in/</link>
		<comments>http://createdigitalmusic.com/2009/05/29/mash-up-video-inside-ableton-with-a-midi-controlled-plug-in/#comments</comments>
		<pubDate>Fri, 29 May 2009 08:24:58 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[audiovisual]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[mash-up]]></category>
		<category><![CDATA[max-for-live]]></category>
		<category><![CDATA[oddities]]></category>
		<category><![CDATA[Plug-ins]]></category>
		<category><![CDATA[Pluggo]]></category>
		<category><![CDATA[remix]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[vst]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6047</guid>
		<description><![CDATA[Live-triggered video inside your music host is about to get a lot more popular. Daniel &#8220;Herb&#8221; Herbert writes to let us know that his Mabuse Software, an &#8220;experimental audiovisual software company,&#8221; has developed a new AV plug-in for mashing up video. It&#8217;s a VST plug-in based on the now-defunct Pluggo, with a Max for Live [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/04Jr50d27fk&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/04Jr50d27fk&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Live-triggered video inside your music host is about to get a lot more popular. Daniel &#8220;Herb&#8221; Herbert writes to let us know that his Mabuse Software, an &#8220;experimental audiovisual software company,&#8221; has developed a new AV plug-in for mashing up video. It&#8217;s a VST plug-in based on the now-defunct Pluggo, with a Max for Live port coming later this year as that is released. Of course, that does reveal some of the trouble with Cycling &#8217;74&#8217;s decision to dump Pluggo. You&#8217;ll be limited to running this kind of cool software in Live, and from what they&#8217;ve said so far, you&#8217;ll also have to pay for Max for Live to do it &#8211; no free run-time is planned. But I can tell you that all of Jitter&#8217;s video and 3D output capabilities work from inside Max, including in full-screen mode, so there&#8217;s no question you&#8217;ll get some power out of the combination. I just hope people find some creative stuff to do and not <em>just</em> more of the same YouTube mash-ups.</p>
<p>Herb describes the software and promises more AV tools to come:</p>
<blockquote><p>The beta version won’t save, but is otherwise fully functional.<br />
A full screen add-on will be available soon, as well as a number of other plugins to expand the Mabuse AV range.<br />
Features include:<br />
Run video within a VST plugin<br />
Automatic Tempo matching<br />
MIDI controllable video fx<br />
Easy to use browser<br />
Record to Quicktime Movie</p>
<p>A PC version will be available if there’s enough interest through the forum and you could be in with a chance of winning a copy by joining the mailing list before the full version is released.</p></blockquote>
<p>Short 1 min demo video<br />
<a href="http://www.youtube.com/watch?v=B9TGDrkJh6A">http://www.youtube.com/watch?v=B9TGDrkJh6A</a><a href="http://www.youtube.com/watch?v=B9TGDrkJh6A"></p>
<p>5 min tutorial video<br />
<a href="http://www.youtube.com/watch?v=pZ_xDptp-ws ">http://www.youtube.com/watch?v=pZ_xDptp-ws </a></p>
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		<slash:comments>17</slash:comments>
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		<title>We Love Montreal: Pre-MUTEK Warper Party and Open Lab, Tuesday 5/26</title>
		<link>http://createdigitalmusic.com/2009/05/22/we-love-montreal-pre-mutek-warper-party-and-open-lab-tuesday-626/</link>
		<comments>http://createdigitalmusic.com/2009/05/22/we-love-montreal-pre-mutek-warper-party-and-open-lab-tuesday-626/#comments</comments>
		<pubDate>Fri, 22 May 2009 10:33:10 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[audiovisual]]></category>
		<category><![CDATA[canada]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[handmade-music]]></category>
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		<category><![CDATA[visualist]]></category>
		<category><![CDATA[warper]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2009/05/22/we-love-montreal-pre-mutek-warper-party-and-open-lab-tuesday-626/</guid>
		<description><![CDATA[MUTEK this year looks to be a tremendous few days of audiovisual performance and art. To get in the mood one day early, we’re working with our friends at New York’s eclectic monthly live electronic party to host a special Montreal edition of Warper. It’s a convergence of New York and Montreal artists (full lineup [...]]]></description>
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<p><a href="http://www.mutek.org/">MUTEK</a> this year looks to be a tremendous few days of audiovisual performance and art. To get in the mood one day early, we’re working with our friends at New York’s eclectic monthly live electronic party to host a special Montreal edition of Warper. It’s a convergence of New York and Montreal artists (full lineup below), running a full twelve hours. It’ll be <strong>totally free </strong>(donations welcome), with a cash bar available all day and night.</p>
<p><a href="http://www.facebook.com/event.php?eid=78556543018">RSVP on Facebook</a></p>
<p><a title="http://warperparty.com/" href="http://warperparty.com/">http://warperparty.com/</a></p>
<p>A big thanks to <a href="http://jazzmutant.com">Jazz Mutant</a>, makers of the OSC-driven, multi-touch controllers Lemur and Dexter, for their support.</p>
<p>I’ll be covering both the pre-party and MUTEK and its artists all week long, along with Greg Smith for <a href="http://rhizome.org">Rhizome</a>, so stay tuned to CDM for stories, video, and sound.</p>
<p><strong>Meet up in the open lab: </strong>At 2pm, we’ll have an open music and visual technological laboratory, a la our <a href="http://createdigitalmusic.com/tag/handmade-music">Handmade Music series</a>. Artists will bring their rigs, and original hardware and software creations to share what they’ve made and how they play. Confirmed for the lab:</p>
<ul>
<li><strong>Multitouch and Open Music Tools: </strong><a href="http://studioimaginaire.com/blog">Nathanaël Lécaudé and Eric Andrade</a> will show their open source multitouch table PyMT (built in Python), which works with Max/MSP for sound generation, plus the TamTam musical software suite, an educational music suite powered by Csound that runs on the OLPC (and other platforms), created at the University of Montreal by Jean Piché and his team. </li>
<li><strong>A Chipsound Premiere: </strong>David Viens of Plogue will be on-hand to talk about Plogue’s “chipsound” software instruments, as <a href="http://createdigitalmusic.com/2009/01/16/authentic-chiptune-soft-synth-emulation-plogue-chipsounds-scoop-from-namm/#more-4784">scooped on CDM</a> – and I hope David brings along some Bidule creations, as well. </li>
<li><strong>Guitar video instruments: </strong>Matt Dickey is bringing his guitar-video rig, powered by Jitter, which allows audience members to conduct his playing and control visuals and … you’ll just have to come see it to fully understand. (See also his <a href="http://www.youtube.com/watch?v=8iv2tgoTOMo">guitar-controlled generative visual</a> experiments.) </li>
</ul>
<p><strong>Bring your cool rigs + projects:</strong> If you’d like to join in on the lab and you’ll be in the Montreal area, just <a href="http://spreadsheets.google.com/viewform?formkey=cmVIbmpiTXpjdHlBYTZxbGZ0MEFobnc6MA..">fill out this form</a> to let us know what to expect. (We have 1-2 projectors, a PA, and tables; bring extra amps and cables if you can.)</p>
<p><strong>Lemur multi-touch demo: </strong>At 5pm, Brooklyn musician Nick Shelestak (White Badger) will demonstrate how he integrates the Lemur multi-touch hardware controller in the studio and on stage using Ableton Live, along with a few other special features unique to the Lemur.</p>
<p><strong>Audiovisual lineup: </strong>At 6pm, we get into fully live audio and visuals from our friends in Montreal and in town from New York. It’s a packed lineup – see the full details below. (The Cougarettes and I will each be doing simultaneous audio and visuals…)</p>
<p><img src="http://photos-b.ak.fbcdn.net/hphotos-ak-snc1/hs007.snc1/4168_576129360133_15210387_33605577_7753918_n.jpg" width="402" height="480" /></p>
<p> <span id="more-6014"></span>
<p><img src="http://www.jazzmutant.com/images/lemurpics/lemur8.jpg" width="580" height="362" /></p>
<p><strong>6:00 PM &#8211; 2:00 AM &#8211; LIVE AUDIOVISUALS</strong></p>
<p><strong>Musicals:     <br /></strong>06:00 Kodomo    <br />06:40 Peter Kirn    <br />07:10 Lokey    <br />07:40 !INCLUDE    <br />08:10 [XC3N]    <br />08:50 FreeBassBK    <br />09:30 Friend&#8217;s Mens    <br />10:10 The Cougarettes    <br />10:50 ATTN:    <br />11:30 Rhinostrich    <br />12:10 The Materializer    <br />12:50 Atom    <br />01:20 In The Loop</p>
<p><strong>Visuals:     <br /></strong>06:00 Holly Danger    <br />06:40 Peter Kirn    <br />07:10 VJ Pocaille    <br />09:30 The Sperm Whale    <br />10:10 The Cougarettes    <br />10:50 VJ DY3KT    <br />11:50 !INCLUDE    <br />12:30 Okus Focus</p>
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		<title>Danger Mouse / Sparklehorse Album to Get Blank CD-R Release; How to Grab the File</title>
		<link>http://createdigitalmusic.com/2009/05/18/danger-mouse-sparklehorse-album-to-get-blank-cd-r-release-how-to-grab-the-file/</link>
		<comments>http://createdigitalmusic.com/2009/05/18/danger-mouse-sparklehorse-album-to-get-blank-cd-r-release-how-to-grab-the-file/#comments</comments>
		<pubDate>Mon, 18 May 2009 09:01:14 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/05/18/danger-mouse-sparklehorse-album-to-get-blank-cd-r-release-how-to-grab-the-file/</guid>
		<description><![CDATA[ 
We’ve heard lots of ideas for alternative musical distribution in the digital age, but this has to be a less popular idea:
How about “releasing” your album as a blank, recordable CD-R?
If you think about it, it’s the natural evolution of CDs. After all, in the age of widespread digital download stores and file sharing, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/05/darknight.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="darknight" border="0" alt="darknight" src="http://createdigitalmusic.com/images/2009/05/darknight-thumb.jpg" width="537" height="404" /></a> </p>
<p>We’ve heard lots of ideas for alternative musical distribution in the digital age, but this has to be a less popular idea:</p>
<p>How about “releasing” your album as a blank, recordable CD-R?</p>
<p>If you think about it, it’s the natural evolution of CDs. After all, in the age of widespread digital download stores and file sharing, if you bother to buy a physical CD, aren’t you really buying it just for that jewel box and liner notes and packaging, for that satisfying snap as the disc hits the plastic spindle? Aren’t you just doing it to flirt with the CD shop girl … erm, or to look into the morose, cynical eyes of that guy who knows way more than you do?</p>
<p>In this case, though, the blank CD has a simple function: it’s the only way to get around legal troubles with record label EMI.</p>
<p><a href="http://www.techdirt.com/articles/20090515/1154504899.shtml">New Danger Mouse CD Released As A Blank CD-R Due To Legal Fight With EMI</a> [techdirt, via <a href="http://twitter.com/atariboy">atariboy</a> on Twitter]</p>
<p><a href="http://www.guardian.co.uk/music/2009/may/18/danger-mouse-sparklehorse">Danger Mouse and Sparklehorse unveil new album – a blank CD-R!</a> [guardian.co.uk]</p>
<p>Danger Mouse has flirted with legal troubles before, with the landmark Jay-Z – Beatles <em>Black Album </em>/ <em>White Album</em> mash-up, and has flirted with success as Gnarls Barkley with Cee-Lo Green. The new album is a departure, an audiovisual experience that adds photography by David Lynch inspired by the music. Yes, that’s <em>the</em> David Lynch, he of <em>Twin Peaks</em> and <em>Blue Velvet </em>and <em>Eraserhead</em>.&#160; Danger Mouse works with Mark Linkous of Sparklehorse and a host of guest vocalists.</p>
<p><strong>Update: </strong>Whoops. Danger Mouse just isn’t as ground-breaking as The Residents, who tried Internet distribution with accompanying blank CDRs way back in 2006 on “The River of Crime! Episodes 1-5.” (And I imagine there may be other cases of this, too.) Of course, The Residents were just being creative – they didn’t have an unspecified legal battle with EMI. From <a href="http://www.discogs.com/Residents-The-River-Of-Crime-Episodes-1-5/release/1603509">Discogs</a>:</p>
<blockquote><p>This 2-CDR set was released as blank media, to be burned as eventual hard copies and packaging for the River Of Crime tracks, that were distributed via the internet, in a subscription series, each “CrimeCast” episode being released every two weeks, over a 10-week period. These subscription downloads also included exclusive material, including scripts, icons and CRT wallpaper, as well as unrelated bonus tracks. The track marked * was not released on the “standard” release (CDL38).</p>
</blockquote>
<p>Thanks to B.C. Thunderthud for the tip (and I see a <a href="http://www.boingboing.net/2009/05/16/danger-mouses-emi-ki.html">Boing Boing reader</a> caught the same thing). </p>
<p>The news came over our <a href="http://twitter.com/cdmblogs">Twitter feed</a> via Jaymis, which also prompted a discussion of how to get and decompress the tracks.</p>
<p> <span id="more-5974"></span>
<p><a href="http://www.flickr.com/photos/miskan/3313694/"><img src="http://farm1.static.flickr.com/2/3313694_3e6988ae72.jpg?v=0" /></a></p>
<div class="imgcaption">No stranger to legal issues and the resulting release challenges, here’s one way you could “release” Danger Mouse’s previous work. (Got your inkjet printer warmed up?) Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://www.miskan.com/">miskan</a>.</div>
<p>On vocals: Frank Black (The Pixies) Wayne Coyne, Gruff Rhys, Jason Lytle (Grandaddy), Julian Casablancas (The Strokes), Black Francis, Iggy Pop, James Mercer (The Shins), Nina Persson (The Cardigans), Suzanne Vega, and Vic Chesnutt. On a first listen, it sounds oddly like a soundtrack for a set of David Lynch photographs, a moody and quirky set of tunes, in beautiful, rusting pop. It’s a set of familiar voices from the last decade or so, blended into reflective cuts. Sometimes the production feels a little overcrowded, and there is a sameness to bits of the album, but the whole thing is heartfelt and the vocal personalities and rich set of ideas carry the day.</p>
<p>You do get something if you buy the full CD – just not music. Lynch’s photographs will be printed in a 100+-page book which the artist promises will be limited edition and hand-numbered. The CD itself will be a blank, recordable CD-R labeled &#8216;For Legal Reasons, enclosed CD-R contains no music. Use it as you will.&#8217; It isn’t cheap: US$50 for the whole release. You can pre-order now.</p>
<p><a href="http://www.dnots.com/">Dark Night of The Soul</a> Official Album Page</p>
<p>So far, there’s no word as to what this legal dispute actually is. But to me, the ultimate irony is that, while EMI and Danger Mouse have whatever legal battle they’re having, the distribution idea itself may be really brilliant. By its absence, the music – now available easily via file sharing networks – almost suggests that you should buy the object. In an age when we don’t sit down and listen to almost anything, it really does suggest sitting on the couch with a loved one, paging through David Lynch photos and letting music wash over you. (The stills so far look just like you’d hope from David Lynch, like movie stills you could stare at for an entire song.) I think that’s a more important story than the usual legal snideness.</p>
<div class="imgcaption"><a href="http://www.flickr.com/photos/_vini/2742622470/"><img src="http://farm4.static.flickr.com/3120/2742622470_da22603eab.jpg?v=0" /></a></div>
<p>David Lynch, director and photographer, in Brazil. Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a>)&#160; <a href="http://mentemarginal.wordpress.com/">.Vini</a></p>
<p>Now, how about getting the actual music, since it apparently won’t be available for sale? So far, you can find it via two routes:</p>
<p><strong>The legal way: </strong>NPR (US National Public Radio) is hosting an authorized stream of the music online, for some unspecified period of time.</p>
<p><a href="http://www.npr.org/templates/story/story.php?storyId=104129585">Exclusive First Listen: Danger Mouse And Sparklehorse Team Up With David Lynch</a></p>
<p>The physical object is due out in summer.</p>
<p><strong>The illegal way: </strong>Given that I suspect quite a few of you will go buy this $50 book, I’ll do something I usually don’t and point out that, yes, you can pirate this album (and, indeed, may <em>have</em> to if this isn’t resolved). I’ve already seen a <a href="http://www.filedropper.com/darknightofthesoul2009">filedropper</a> link, which is still working for me. Your favorite filesharing service should also do the trick.</p>
<p>If you do happen across (cough) an RAR file, try <a href="http://www.7-zip.org/">7-zip</a> on Windows (also recently ported to Linux, I think), <a href="http://www.rarlab.com/download.htm">WinRAR/RAR</a> for Windows/Linux, or <a href="http://wakaba.c3.cx/s/apps/unarchiver.html">The Unarchiver</a> for Mac.</p>
<p>It’ll be interesting to see if the press gets EMI to find a quick resolution and a commercial release. Given the success of Internet buzz for previous outings, this may wind up being great news for sales of a normal release. Stay tuned.</p>
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