Eigenharp Details: MIDI, High-Res Protocol, and Open Source Plans for the Space Bassoon

The Pico model may lack the impressive array of keys on the flagship Alpha, but when it ships next month it’ll cost well under a grand. And even the Pico promises high-resolution touch, velocity-sensitive keys that you can “bend” as well as press, and high-resolution breath input.

The “space bassoon” Eigenharp seems to have landed from another planet. Today, I’ve got good news: it’s bringing alien gifts with it. By next year, both the software and the high-performance protocol the instrument uses will be open source. Taken together with other advancements in the open source community and with protocols like OSC, that could mean we’re at the vanguard of a golden age for more open, more intelligent, more expressive digital instruments.

Genuinely new music controllers made available commercially don’t come along very often. So this week’s news of a strange but wonderful-looking instrument shaped like a bassoon with customizable key controls turned many heads. With high-resolution, high-frequency data and reliance on the computer for everything from sound generation to mapping the keys to different tunings, the computer connection matters. Eigenharp’s chairman, John Lambert, sets the record straight for CDM on the software, the way it talks to your computer and other gear, and how open the tools and protocol will be.

I’ll be talking more with John next week, but I want to bring you this news now. Part of blogging means that you don’t hold back – you share that first reaction and then learn more. I’m pleased to say I was dead wrong on the Eigenharp. What looked on the spec sheet like MIDI-only communication and proprietary software turns out to be just the opposite. Sometimes, being wrong is great. Here are all the details:

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iPhone Day: Free Frameworks Make Thumping Apps, Mobile or Otherwise

Part of the beauty of the iPhone from its launch date was the notion of a Mac you could fit in the palm of your hand. That makes it ironic that, for so many developers, mobile platforms in general have turned into a way to fragment software, to make it run fewer places instead of more. There’s something to be said for designing to a specific mobile device, but on the other hand, how many developers would want to restrict where their creations run? And particularly in music, isn’t the appeal of mobile creation the ability to have your tools work in more places? Maybe targeting just one gadget is the right choice for a given tool, but it shouldn’t be the only choice.

On the iPhone, the application Thump has plenty in common with a range of mobile music making tools. It’s simple but fun, a groove box with sequencing, subtractive synths, drums, and a set of basic effects, plus the ability to load your own samples and export songs.

Thump also demonstrates how simplifying sonic capabilities can produce musically-beautiful results, by focusing on the essentials and creating something with personality. Here’s a track by its creator showing off its sounds:
thump soundreel by mazbox

Well worth checking out the app on your platform of choice:
http://www.mrkbrz.com/thump/

What might not be immediately apparent is that under the hood, Thump makes use of the open source environment openFrameworks. As a result, the same code runs on iPhone, Mac, and Windows, as well as Linux. (It’s not distributed for Linux, but it could be. Hint, hint.) Creator Marek Bereza gives back, too – he ported the openFrameworks audio library to the iPhone, where it’s available to anyone.

Updated Marek notes in comments just what this means. The video below is, essentially, the same app. In place of the iPod screen, he has used a massive lattice of physical controls. A separate installation at the same show used a large touchscreen and simplified interface. And this really demonstrates what cross-platform means. Guy Kawasaki in the 80s mocked “ports” as a cheap wine. The idea is not to simply dump your code on a different platform and hope for the best – in fact, in this case, the changes from one platform to another were radical. The key is maximizing what’s essential, what really is not specific to a single device.

Physical Sequencer from Marek Bereza on Vimeo.

Creative Applications has a detailed write-up of the installation with more documentation.

If you’re interested in creating your own projects, oF has an elegant syntax based on Processing, but adapted to C/C++ coding paradigms and libraries.

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iPhone Day: LaDiDa’s Reverse Karaoke Composes Accompaniment to Singing

LaDiDa Demo from khush on Vimeo.

There’s no question iPhone/iPod touch development – really, just clever mobile development – has gotten a bit overhyped lately. But that’s all the more reason to do a round-up of genuinely interesting stories, real innovation happening on the platform. So, I’m clearing out my inbox with some of the more creative tools appearing recently on Apple’s mobile gadgets. There’s no better way to kick off today’s festivities than with this unusual “reverse karaoke” creation.

Sure, people may think they’re tone-deaf. But even the layperson has extraordinary powers of musical perception. So how could you train your iPhone to perceive and respond to music? That’s the question asked by LaDiDa for iPhone, the first of a new line of “intelligent” music applications for mobile devices. A “reverse karaoke” tool, the idea is to listen to singing and fake accompaniment, rather than having you sing along to canned backing tracks. Nothing is pre-programmed; everything is generated on the fly on the device.

It’ll even make up a Bollywood accompaniment to your singing:

LaDiDa Bollywood Duet from khush on Vimeo.

Of course, to me, it’s interesting not only what the iPhone is able to musically, but also what these algorithms are unable to make sound musical. Both reveal a whole lot about how we hear and conceptualize music. I think the team deserves real credit for making this fun, though, and on constrained hardware.

The app’s creator Khush follows in the footsteps of Smule in that it takes hard-core academic music research and uses mobile devices as a vessel for getting that tech in the hands (literally) of the general public. (See my interview with Smule founder and ChucK originator Dr. Ge Wang.)

Parag Chordia, developed at professor at the Georgia Institute of Technology and the gentleman you see in the video, spoke to CDM about what’s happening behind the scenes. He tells us about how this application was developed, and how the intelligent algorithms work (or at least try to work, as music analysis and auto-accompaniment remain at early stages).

First, an explanation of the app.

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d-touch Tangible Sequencer: Updates to Free Camera+Blocks Drum Machine

Bored with mouse pushing and knob twiddling? The d-touch tangible sequencer / drum machine makes a cheap interface (with free downloadable software) for assembling sequences. Make some (attractive) blocks, set up a webcam, and plug into your computer. I took a first look at this tool last month, and noted its use in sequencing walnuts. (Yes, the ones that fall from trees.) Since then, the developers have been hard at work on updates. Enrico writes:

We just released the d-touch sequencer, a new, more advanced, audio application. In the sequencer you can record your own samples in real time.

We also have few updates for the drum machine, which should solve the activation problems we were having at the beginning.

Go grab the markers and the software, and you have your own webcam-based drum machine.

Should you decide to go beyond their free instrument, the underlying system is really quite sophisticated. Part of what makes it beautiful is that you can design your own markers rather than settling for predefined patterns, as with most similar marker-tracking systems. There’s even a tool for correcting problems in your design. The freely-downloadable analysis software is written in C/C++, but if you use another environment (like Max or Processing or Reaktor), you can simply pipe data to your tool of choice.

The drum machine and sequencer are available now, so go download them and let you know how you fare! System requirements: a printer, a webcam, and a PC/Mac. Enjoy!

http://www.d-touch.org/

For some hands-on impressions of working with these things, the excellent PC Music Guru has a great description of the experience. Or, if you read the language, there’s a Japanese-language hands-on blog entry.

dtouchrig

d-touch, Free Tangible Interfaces, and a Walnut Drum Machine

Software doesn’t have to mean virtualizing everything and letting go of physical objects. On the contrary, it can create all sots of imaginative, new ways of mapping musical ideas to the physical world. And that’s how we wind up with a walnut drum sequencer.

There’s something about virtual drum machines and snacks. We’ve seen bubblegum and Skittles, beer bottle caps, soda bottles, and now walnuts. Don’t stop now: someone has to do Cheetos, even if it means dealing with orange stuff all over your fingers.

That said, it’s not walnuts that make d-touch an important project. Built by Enrico Costanza back in 2003, the project is now available for free download as an open source library, a server (in case you don’t want to get into the C++ code but might want to use this in your own projects), a free, usable drum machine, and a set of documentation that can help you make your own stuff easily. Enrico worked on the original reacTable prototype and has done some really important work in this field. Right now, Enrico and co are looking for feedback, but if you’re ready to just be a tester and play with this – and see what you can do musically – now’s your chance.

d-touch also combines high levels of computer readability for accurate tracking with the ability to make your own tags. Instead of using ugly-looking glyphs, you can make patterns that make sense to human beings as well as computers. Oh, yeah – and mobile fans, this runs at a full 14 fps even on S60 phones.

For more, check out the d-touch site:
http://d-touch.org/ [Register first to make the download available]
and follow them on Twitter:
http://twitter.com/audiodtouch

Thanks to Martin (of reacTable, which is moving toward a commercial product) for sending this our way. Thanks, too, to Ben, who’s working on tangible interfaces with special needs students. I really look forward to hearing how that’s going.